CN1251780C - Object display system in a virtual world - Google Patents

Object display system in a virtual world Download PDF

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CN1251780C
CN1251780C CNB028185366A CN02818536A CN1251780C CN 1251780 C CN1251780 C CN 1251780C CN B028185366 A CNB028185366 A CN B028185366A CN 02818536 A CN02818536 A CN 02818536A CN 1251780 C CN1251780 C CN 1251780C
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user
display
virtual world
according
characterized
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CN1556723A (en
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挂智一
大场章男
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索尼计算机娱乐公司
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/10Control of the course of the game, e.g. start, progess, end
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/12Video games, i.e. games using an electronically generated display having two or more dimensions involving interaction between a plurality of game devices, e.g. transmisison or distribution systems
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/61Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • GPHYSICS
    • G06COMPUTING; CALCULATING; COUNTING
    • G06QDATA PROCESSING SYSTEMS OR METHODS, SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce, e.g. shopping or e-commerce
    • G06Q30/02Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/206Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
    • A63F2300/208Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards for storing personal settings or data of the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5506Details of game data or player data management using advertisements
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images

Abstract

提供了一种用于在虚拟世界中显示诸如广告牌的对象的装置(3)。 To provide a device for (3) objects such as billboards displayed in the virtual world. 获得用于在虚拟世界中移动角色的用户操作的输入历史(50)。 For obtaining input history (50) in the virtual world of the moving character user operation. 还获得虚拟世界中角色的移动轨迹(52)。 Also get the virtual world characters moving trajectory (52). 根据输入历史(50)和移动轨迹(52)来改变广告牌的位置和方向,以便使广告牌可见于用户。 The input history (50) and the trajectory (52) changes the position and orientation of a billboard, so that the billboard is visible to the user. 例如,在预期用户在其中高速移动的街道上,改变广告牌的方向从而使其显示面可以面对角色的正面并且将广告牌显示在远离用户观看位置的位置上。 For example, in anticipation of the user on which the high-speed mobile streets, billboards change the direction of the display surface so that it can face a positive role and will appear in the billboard away from the user's viewing position on.

Description

虚拟世界中的对象显示系统 Virtual world object display system

技术领域 FIELD

本发明涉及一种对象显示技术,特别涉及一种用于在由诸如因特网的指定网络上的服务器提供的虚拟世界中显示诸如广告牌和留言板的对象的方法、装置和系统。 The present invention relates to an object display technology, particularly to a method for displaying objects such as billboards and message board in the virtual world, such as provided by a server on a specified network in the Internet, devices and systems. 本发明还涉及用于在虚拟世界中设置地价和广告费的方法。 The present invention also relates to a method for setting land prices and advertising in the virtual world.

背景技术 Background technique

今天,虚拟世界系统得到应用,其中,连接到指定网络如因特网的服务器提供虚拟世界。 Today, the virtual world system has been applied, which is connected to a specific network such as the Internet server to provide virtual world. 在这些系统中,玩家通过控制他们喜爱的角色来探索虚拟世界或者通过他们的角色相互通信。 In these systems, the player to explore the virtual world or communicate with each other through their role by controlling their favorite characters.

在由该虚拟世界系统提供的虚拟世界中,经常显示诸如广告牌和留言板的对象,在其上,赞助商向访问虚拟世界的玩家为其企业和商品做广告,或者通过这些对象,虚拟世界的管理员向玩家通知重要信息等。 In the virtual world provided by the virtual world system, often display objects such as billboards and message board on its sponsors to access the virtual players in the world for its corporate and commercial advertising, or through these objects, virtual world administrators notify you of important information to the player.

除非玩家看到诸如广告牌和留言板的对象,否则它们是无意义的。 Unless the player to see objects such as billboards and message board, otherwise they are meaningless. 因此,在虚拟世界中,它们往往显示在玩家角色聚集的区域,例如在城镇中央区域或者沿着主街道。 Therefore, in the virtual world, they tend to appear in the Collection of the player character, for example, in the central area of ​​town or along the main street. 这样,很多玩家将看到所显示的广告牌和留言板。 In this way, many players will see the billboard and message boards displayed. 结果,有可能获得企业或商品的有效广告影响,或者让很多玩家看见重要信息等。 As a result, it is possible to obtain effective advertising affect or merchandise, or so many players see important information.

然而,由于虚拟世界中的玩家角色的行动模式不同,因此不是所有玩家角色都一定聚集在中央区域或者人流量级别较高的地方。 However, due to the different modes of action of the player character in the virtual world, and therefore not all player characters have gathered at a certain high level central region of the flow of people or places. 因此,仅在城镇的中央区域或者人流量级别较高的地方显示诸如广告牌的对象不足以显示企业或商品的广告,或者发送重要信息给每一个玩家。 Therefore, only the central region of high-level flow of people or places in the town of display objects such as billboard advertising business is insufficient to show or merchandise, or send important information to each player.

如上所述,让尽可能多的玩家看到重要信息等是重要的,因此,很多广告牌和留言板往往在城镇的中央区域或者人流量级别较高的地方显示得相互较靠近。 As mentioned above, so that as many players it is important to see important information, so many billboards and message boards are often higher in the central region or local level flow of people in town have to show closer to each other. 在这种情况下,例如,如果负责管理虚拟世界的服务器在热闹区域显示诸如维护相关信息的重要信息,则在其上显示该重要信息的留言板可能会在如此密集的其他广告牌和留言板中漏掉,并且变得几乎不可让玩家识别。 In this case, for example, if the server is responsible for managing the virtual world displays important information such as the maintenance-related information in a lively area, it shows the important message board information may be so intensive other billboard and message boards on which the missing, and it becomes almost impossible to make player identification. 因此,玩家可能是不方便的,因为他们不能看到某些重要信息。 Therefore, the player may be inconvenient, because they can not see some important information.

为了防止出现这种问题,可以考虑在虚拟世界中设置一块与景观和街景无关的单独显示区域来显示重要信息。 To prevent this problem, consider setting up a separate display area with the landscape and streetscape irrelevant in the virtual world to display important information. 通过使用该方法显示重要信息,即使在众多广告牌和留言板密集在一起的区域,也有可能让玩家容易地识别重要信息等。 By using this method displays important information, even in a district full of billboards and message boards close together, but also may allow players to easily identify important information. 然而,这种显示重要信息的方法可能减少可用于虚拟世界中的景观和街景的区域,并且负面影响虚拟世界的图像。 However, this method of displaying important information may reduce the area available for the virtual world of landscape and streetscape, and the negative impact of the virtual image of the world.

另外,正如在真实世界中一样,当用户拥有显示在虚拟世界中的对象例如在虚拟世界中拥有一个商店时,系统管理员将征收一定的费用。 In addition, just as in the real world, when a user has display objects in the virtual world, for example, owns a shop in the virtual world, the system administrator will be charged a fee. 该费用是根据考虑人流量和便利性等确定的地价来计算的:对于例如位于车站或热闹购物区附近的区域,将设置较高的地价,并且对于郊区,将设置较低的地价。 The fee is determined based on considerations such as ease of flow of people and land premium calculated: for example, an area located near the station or the vibrant shopping district, will set a higher premium, and for suburbs, will set a lower premium. 然而,用户访问的地方随着他们的嗜好和品味而不同。 However, local users to access with their hobbies and tastes different. 因此,如果地价仅通过考虑人流量级别和便利性来确定,则在虚拟世界中将确定不适当的地价,这将不能准确地反映由各个玩家自己感觉的地价感。 Therefore, if the premium only be determined by considering the flow of people and the level of convenience, it is determined that inappropriate land in the virtual world, which will not accurately reflect the sense of land by the various players feel themselves. 显然,这不是做此的理想方式。 Obviously, this is not the ideal way to do this is.

此外,正如在真实世界中一样,当登广告者具有一个对象如安设在虚拟世界中的广告牌来显示广告时,系统管理员将通过考虑可能看到广告的可能用户数来确定广告费:对于人流量级别较高的区域如在车站或热闹购物区的附近,设置较高的广告费。 In addition, just as in the real world, when advertisers have set up an object in the virtual world as a billboard to display ads, the system administrator will likely see the number of users may be determined by taking into account advertising advertising: for higher levels of human traffic areas such as near the station or the vibrant shopping district, set a higher advertising costs. 然而,很多用户可能聚集的虚拟世界区域将根据用户的嗜好和品味或者所建造的建筑物和所在商店类型而变化。 However, many users may collect virtual world regions will vary depending on the user's preferences and tastes or the construction of buildings and shops where the type. 因此,如果广告费仅通过使用固定方法诸如对于人流量级别较高的区域设置较高的广告费来确定,则它们将不会充分地对应于虚拟世界中条件的变化。 Therefore, if the advertising is only for people with higher traffic levels locale higher advertising expenses to determine such as by using a fixed method, they will not fully correspond to the changing conditions in the virtual world. 这样,登广告者可能被收取不适当的广告费,同样,这也不是理想的。 In this way, advertisers may be charged an inappropriate advertising, again, this is not ideal.

发明内容 SUMMARY

本发明是鉴于上述问题而提出的,并且其目的是提供一种虚拟世界中的对象显示技术,该技术可以显示诸如广告牌和留言板的对象,以便很可能地使对象可被所有访问虚拟世界的玩家看见。 The present invention is proposed in view of the above problems, and its object is to provide a virtual display object world technology that can display objects such as billboards and message boards so as to make the object is likely to be a virtual world can all access players see. 本发明的另一个目的是提供一种虚拟世界中的地价设置技术,该技术可以针对每个用户对虚拟世界中的区域设置适当的地价。 Another object of the present invention is to provide a land provided in a virtual world technology, which may be provided to the appropriate land area in the virtual world for each user. 本发明的另一个目的是提供一种虚拟世界中的广告费设置技术,该技术可以针对每个用户对虚拟世界中的区域设置适当的广告费。 Another object of the invention is to provide a set of virtual advertising world of technology, the technology can set the appropriate advertising rates for the virtual world regions for each user.

根据本发明的一方面,提供了一种对象显示装置。 According to an aspect of the present invention, there is provided an object display device. 该装置包括:输入历史获得单元,获得用于在虚拟世界中移动操作对象的用户操作的输入历史,并且作为用户简档(profile)存储输入历史;判别单元,检查用于移动操作对象的当前用户操作是否反映所存储的输入历史,从而判定是否需要应用用户简档;以及显示控制单元,当判别单元判定需要应用用户简档时,根据从输入历史判断的操作对象的移动速度,以使显示对象可见于用户的方式,在虚拟世界中显示其上显示了要让用户识别的信息的显示对象。 The apparatus comprising: input history obtaining unit obtains the input operation history of the user for moving the operation target in the virtual world, and as a user profile (Profile) storing input histories; determination means checks the current user operation for moving the operation target whether it reflects input history stored, thereby determining whether to apply a user profile; and a display control means, when the determining means determines that applications requiring a user profile, in accordance with input from the moving speed of the operation target historical determination, so that the display objects found in the user's way, displayed on the display let the user display object information identified in the virtual world.

用户在此是指在操作诸如角色的对象的同时探索虚拟世界的玩家,然而,即使在虚拟世界中不显示该操作对象并且显示图像根据玩家的操作产生三维变化就像是玩家处于虚拟世界中一样的情况下,玩家也被认为是在虚拟世界中操作玩家的操作对象。 This means that users explore the virtual world at the same time the operation objects such as role-players, however, do not show even in the virtual world of the operation object and generate three-dimensional image display varies according to the player's operation as a player in the virtual world as under the circumstances, the player is considered to be the operation target player's operation in the virtual world. 在此,以使显示对象可见于用户的方式显示该对象是指改变显示对象的显示位置和方向以便可以改善看到显示在显示对象上的信息的可见性。 Here, the display object is visible to the user that the object is displayed and refers to the position of the object so that the display direction change can be seen to improve visibility of the display information displayed on the display object. 显示在显示对象上的信息例如是广告。 It is displayed on the display object information such as an advertisement. 然而,它可以是要被用户识别的任何信息,如服务器维护通告或虚拟世界中的更新数据。 However, it can be any user information to be identified, such as server maintenance announcements or updates data in the virtual world.

根据本发明的另一方面,提供了一种对象显示装置。 According to another aspect of the present invention, there is provided an object display device. 该装置包括:移动轨迹获得单元,获得虚拟世界中可以由用户操作的操作对象的移动轨迹,并且作为用户简档存储移动轨迹;判别单元,检查操作对象是否沿着所存储的移动轨迹移动,从而判定是否需要应用用户简档;以及显示控制单元,当判别单元判定需要应用用户简档时,根据操作对象的移动轨迹,以使显示对象可见于用户的方式,在虚拟世界中显示其上显示了要让用户识别的信息的显示对象。 The apparatus comprising: a movement track obtaining unit may obtain the movement locus of the virtual world of the operation target by a user, and a user profile store trajectories; determination means checks whether the object moves along the operation trace stored, so that determining whether to apply a user profile; and a display control means, when the determining means determines that applications requiring a user profile, in accordance with the movement locus operation target, so that the display object is visible to the user, the display in the virtual world displayed thereon the let the display object information recognized by a user.

根据本发明的另一方面,提供了一种对象显示装置。 According to another aspect of the present invention, there is provided an object display device. 该装置包括:移动轨迹获得单元,获得多个用户中的每一个在虚拟世界中所操作的操作对象的移动轨迹,并且确定各个用户的操作对象聚集的区域;以及显示控制单元,以使显示对象可见于进入操作对象聚集的虚拟世界区域的用户的方式,显示其上显示了要让用户识别的信息的显示对象。 The apparatus comprising: a movement track obtaining unit obtaining a movement locus of each of the operation target in the virtual world of the operation of a plurality of users, and each user's operation target is determined aggregated area; and a display control unit to display the object found in the user's way into the virtual world gathering of regional operation object displayed on the display shows the object information to let users recognize.

根据本发明的另一方面,提供了一种对象显示系统。 According to another aspect of the present invention, there is provided a display system objects. 该系统包括连接到网络的终端和服务器。 The system includes a terminal connected to a network and a server. 终端包括:获得单元,获得用于在虚拟世界中移动操作对象的用户操作的数据;通信单元,将操作数据发送到服务器,并且从服务器接收与该操作相对应的虚拟世界对象的数据;以及显示单元,使用对象数据,显示虚拟世界数据的图像。 The terminal comprising: an obtaining unit obtaining data for moving the operation target in the virtual world of the user; the communication unit transmits the operation data to the server and receive data with the virtual world object corresponding to the operation from the server; and a display unit using object data, display data of the image of the virtual world. 服务器包括:输入历史获得单元,根据从终端接收的操作数据获得用户移动操作的输入历史,并且存储输入历史;以及显示控制单元,根据从输入历史判断的操作对象的移动速度,以使显示对象可见于用户的方式,在终端上显示虚拟世界中其上显示了要让用户识别的信息的显示对象。 The server comprising: input history obtaining unit obtains the input history of the user movement operation according to the operation data received from the terminal, and stores the input history; and a display control means, in accordance with input from the moving speed of the operation target historical determination, so that the display objects found in the user's way, the virtual world on the display shows the display object to let the user identification information on the terminal.

根据本发明的另一方面,提供了一种用于设置虚拟世界中的地价的方法。 According to another aspect of the present invention, there is provided a method for setting a virtual world land. 该方法可以利用上述对象显示装置。 The method may utilize the above-described object display device. 该方法包括:检测探索虚拟世界的用户的移动轨迹;并且根据所检测的用户移动轨迹针对每个用户设置虚拟世界区域的地价。 The method comprising: detecting a movement trajectory of the user to explore the virtual world; and virtual world land area is provided for each user according to the detected movement trajectory user.

根据本发明的另一方面,提供了一种用于设置虚拟世界中的广告费的方法。 According to another aspect of the invention there is provided a method for setting the virtual world of advertising. 该方法可以利用上述对象显示装置。 The method may utilize the above-described object display device. 该方法包括:检测探索虚拟世界的多个用户的移动轨迹;对所检测的多个用户的移动轨迹进行统计;以及根据多个用户的移动轨迹的统计,设置虚拟世界区域的广告费。 The method comprising: detecting multiple users to explore the trajectories of the virtual world; a plurality of users detected movement trajectory statistics; and track multiple users according to the movement of statistics, set the virtual world advertising area.

而且,对上述结构组成部分和步骤的任意更换或替代,在方法和装置及其附加物之间部分或全部更换或替代的表达以及变至系统、计算机程序、存储介质、传输介质等的表达都是有效的,并且包括在本发明内。 Moreover, the replacement of any of the above-described structural components and the steps, or alternatively, some or all of the expression between replacement or alternative method and apparatus and additions to the system, and variable expression, a computer program, storage medium, transmission medium and the like are It is effective, and are included within the present invention.

本发明的该概要不一定描述所有必要特征,从而本发明也可能是这些所述特征的子组合。 This summary of the invention does not necessarily describe all necessary features so that the invention may also be sub-combination of these described features.

附图说明 BRIEF DESCRIPTION

图1是根据本发明的实施例1的网络游戏系统的方框图;图2是连接到根据实施例1的网络游戏系统中的客户终端的控制器的透视图;图3示出图1的客户终端2的结构;图4示出图1的游戏服务器3的结构;图5示出当操作控制器时所检测的图2的控制器的输入历史和移动轨迹的一个例子;图6示出当操作控制器时所检测的图2的控制器的输入历史和移动轨迹的另一个例子;图7是说明图1的游戏服务器如何根据图2的控制器2的输入历史和移动轨迹来改变虚拟世界中广告牌的显示位置和显示方向的流程图;图8示出图1的游戏服务器改变其显示位置和显示方向之前的广告牌;图9示出图1的游戏服务器改变其显示位置和显示方向之后的广告牌;图10示出图1的游戏服务器根据玩家的偏好改变其显示内容之后的广告牌; FIG. 1 is a block diagram a network game system according to an embodiment of the present invention; FIG. 2 is a perspective view of the controller connected to the network game system of an embodiment of the client terminal according to the embodiment; FIG. 3 shows a client terminal 1 of FIG. structure 2; FIG. 4 shows a configuration of the game server 1 of FIG. 3; FIG. 5 shows the operation of the controller when the detected input history and showing an example of movement locus of the controller 2; FIG. 6 shows that when operating input history and the trajectory of the controller when the controller detects another example of FIG. 2; FIG. 7 illustrates how the game server 1 to change the virtual world based on the input history and the trajectory of the controller 2 of FIG. 2 after 9 illustrates the game server 1 changes its display position and a display direction; and a flowchart showing a position of the billboard display direction; FIG. 8 shows a prior game server 1 changes its display position and display direction billboard billboards; FIG. 10 shows the game server 1 changes the billboard display content after the player's preference;

图11示出图1的游戏服务器根据玩家的偏好改变其显示内容之后的广告牌;图12示出作为同一组登录到虚拟世界中的玩家的位置关系;图13是示出当玩家作为一个组登录到虚拟世界中时图1的游戏服务器的登录过程的流程图;图14示出属于一个组的玩家观看到的虚拟世界中的广告牌;图15示出属于一个组的玩家观看到的虚拟世界中的广告牌;图16示出属于另一个组的玩家或单独登录的玩家观看到的虚拟世界中的广告牌;图17是根据实施例2的游戏服务器的方框图;图18示出虚拟世界中的一般地价分布;图19示出与虚拟世界中离城镇中央区域的距离与地价之间的关系;图20示出从玩家的移动轨迹中判断的玩家频繁访问的区域;图21是从玩家的移动轨迹中判断的针对玩家的地价的图;图22是根据玩家的移动轨迹和虚拟世界中的一般地价确定的针对玩家的地价的图; Figure 11 shows the game server 1 changes billboard after the display content according to the player's preferences; Figure 12 shows log on to the positional relationship between the players in the virtual world as the same group; Figure 13 shows when the players as a group Log on to the server when the game flow chart in Figure 1 of the virtual world of the login process; Figure 14 shows part of a group of players to watch in the virtual world of billboards; Figure 15 shows part of a group of players to watch virtual world billboard; FIG. 16 illustrates another group of players or player login separate billboard viewed in the virtual world; FIG. 17 is a block diagram of an embodiment 2 according to the game server; FIG. 18 illustrates the virtual world It is generally land distribution; FIG. 19 shows the relationship between the distance from the central region and the land with the virtual world in town; FIG 20 shows a region from the movement locus determining player's frequently visited player; FIG. 21 is a player from trajectories determined for FIG premium player; FIG. 22 is determined based on the player moving track in the virtual world and the general premium FIG premium for the player; 23示出各玩家的一般移动范围以及与某一玩家的移动轨迹相对应的特定移动范围。 23 shows a general moving range of each player and the particular movement range of a movement trajectory corresponding to the player.

图24是根据实施例3的游戏服务器的方框图;图25示出玩家聚集的虚拟世界区域与广告牌的初始位置之间的关系;图26示出如何将广告牌移到玩家聚集的虚拟世界区域;图27示出如何将广告牌的显示方向变至朝向玩家聚集的虚拟世界区域;图28a和28b示出当移动速度不同时如何将广告牌安设在可见范围(visibility range)内。 FIG 24 is a block diagram of an embodiment 3 in accordance with the game server; FIG. 25 shows the relationship between the initial position of the player aggregate virtual world billboard area; FIG. 26 shows how the virtual world billboard area players move aggregation ; FIG. 27 shows how the billboard display direction change to the virtual world region toward the players gathered in; FIGS. 28a and 28b shows how the same time when the moving speed does not install the billboard in the visible range (visibility range).

具体实施方式 Detailed ways

现在将参照优选实施例对本发明进行描述。 The invention will now be described with reference to preferred embodiments. 这并不旨在限制本发明的范围,而是举例说明本发明。 It is not intended to limit the scope of the present invention, but exemplify the invention.

本发明可以应用于网络游戏系统,其中,玩家通过在指定网络如因特网上的游戏服务器单元内所形成的虚拟世界中控制诸如角色的对象来玩视频游戏。 The present invention may be applied to a network game system, wherein the controlled object by the player character in the virtual world, such as a specified network such as the Internet game server unit formed in the play of video games.

需要注意,本发明以下将作为其中玩家在虚拟世界中控制诸如角色的对象的网络游戏系统来描述,然而,本发明也可以应用于这样的网络游戏系统,其中,当前不存在要由玩家控制的角色,但是虚拟世界中的显示图像可以通过由玩家控制的输入设备来改变。 It should be noted, the present invention will serve as a network game system in which players control characters such as objects in the virtual world to describe, however, the present invention can also be applied to a network game system, which does not currently exist to be controlled by the player role, but the image is displayed in the virtual world can be changed by the input device controlled by the player.

实施例1系统结构图1是根据本发明的实施例1的网络游戏系统的方框图。 Example Embodiment 1 FIG 1 is a system block diagram showing the structure of a network game system according to an embodiment of the present invention 1. 如图1所示,根据实施例1的网络游戏系统例如包括:指定网络1如因特网;多个玩家的客户终端2,可以连接到网络1;以及游戏服务器3,连接到网络1,并且通过各个玩家的客户终端2提供指定虚拟世界。 1, the network game system according to Example 1 includes, for example: a specified network such as the Internet; a plurality of client terminals 2 players, may be connected to a network; and a game server connected to the network 1, and through the respective players client terminal 2 provides a designated virtual world.

对于客户终端2,例如,可以使用视频游戏单元。 For the client terminal 2, e.g., a video gaming unit may be used. 如果使用视频游戏单元作为客户终端2,则将使用控制器4作为输入设备,并且将使用监视器5作为显示设备。 If the video game using the client terminal unit 2, the controller 4 will be used as an input device, and the use of the monitor 5 as a display device.

另外,可以使用其他终端单元如个人计算机作为客户终端2。 Further, other terminal units such as a personal computer as a client terminal 2. 当使用个人计算机时,将使用键盘和鼠标作为输入设备。 When using a personal computer, the keyboard and mouse as an input device.

游戏服务器3包括:用于绘制对象如虚拟世界和角色所需的数据如多边形数据和纹理数据的数据库;广告信息数据库6(以下称作“广告信息数据库”),用于与该网络游戏系统的赞助商为诸如企业、商品和服务的事情做广告相关的广告信息;以及玩家简档数据库7(以下称作“玩家简档数据库”),用于由诸如虚拟世界中每个玩家的移动轨迹和控制器4的操作历史的数据组成的玩家简档。 3 game server includes: data required for drawing objects such as polygon data and texture data, such as the virtual world and the role of the database; advertising information database 6 (hereinafter referred to as "advertising information database") for the network game system Sponsors such as business, advertise what goods and services related to advertising messages; and player profile database 7 (hereinafter referred to as "the player profile database"), used to track the movement of each player in the virtual world and such players controller operation history data consisting of 4 profiles.

此外,游戏服务器3包括玩家信息数据库8(以下称作“玩家信息数据库”),用于由表示每个玩家的偏好如癖好和品味的信息以及表示玩家访问过的虚拟世界内商店和地方的信息组成的玩家信息;以及组名数据库9(以下称作“组名数据库”),用于当一组玩家同时登录到虚拟世界时所登记的组名。 In addition, the game server 3 includes a player information database 8 (hereinafter referred to as "the player information database") for each player is represented by habit and taste preferences such as information and information in the virtual world players visited local shops and representation players of information; and group names database 9 (hereinafter referred to as "group name database") for the group name when a group of players simultaneously logged into the virtual world registered.

控制器结构图2示出控制器4的一个例子,使用控制器4,玩家控制虚拟世界中的角色。 Figure 2 illustrates a controller configuration example of a controller 4, using the controller 4, the player-controlled character in the virtual world. 如图2所示,控制器4包括两个握具(gripper)10R和10L,玩家分别使用他们的右手和左手握住它们。 2, the controller 4 comprises a holder having two (gripper) 10R and 10L, each player using their right and left hands holding thereof.

在控制器4上,第一和第二操作单元11和12以及模拟操作单元13R和13L构造成位于使玩家在以右手和左手握住每个握具10R和10L的时候可以用相应拇指操作它们的位置。 On the controller 4, the first and second operating units 11 and 12 and a simulated operation unit 13R and 13L is configured to be positioned to the player in each of the right and left hand holding the grip 10R and 10L with the thumb when they use the respective s position.

在第一操作单元11上,安设了控制角色或视点的向上移动的上方向命令按钮11a、控制角色或视点的向下移动的下方向命令按钮11b、控制角色或视点的向右移动的右方向命令按钮11c、以及控制角色或视点的向左移动的左方向命令按钮11d。 In the first operation unit 11, install the upward direction of the moving character or the viewpoint of a control command button 11a, the control character or the viewpoint in the direction of downward movement command button 11b, the control character moving to the right or the right viewpoint direction command button 11c, and a control character or leftward movement of the left viewpoint command button 11d.

方向命令按钮11a到11d构造成以数字方式在一般方向上移动角色和视点例如向上、向下、向左、向右、沿着对角线向左上或右下以及沿着对角线向左下或右下移动。 Direction command buttons 11a to 11d is configured to digitally moving character and the viewpoint, for example, upward, downward, left, right, upper left or lower right along the diagonal in a direction generally along the diagonal and the left or lower right move.

在第二操作单元12上,存在标记有三角形符号的按钮12a、标记有十字形符号的按钮12b、标记有圆形符号的按钮12c以及标记有正方形符号的按钮12d。 On the second operation unit 12, the presence of the button marked with a triangle symbols 12a, 12b marked with a cross symbol buttons, the button labeled with circled numeral 12c and 12d buttons marked with the square symbol. 玩家通过操作按钮12a到12d来控制诸如角色活动的功能。 Role players to control functions such as activity 12a to 12d by operating the button.

模拟操作单元13R和13L的原位(home position)是不作倾斜时的相对于控制器4的竖向直立方向(不带倾斜的位置),并且正是从该原位使得以指定角度倾斜的控制和通过在旋转轴上转动主轴的控制成为可能。 Analog operation unit 13L and 13R in situ (home position) is is not inclined with respect to the vertical when in the upright orientation controller 4 (the position without inclination), and it is specified from the place at such an angle of inclination control and it is made possible by rotation of the shaft of the rotary shaft control.

模拟操作单元13R和13L用于以比用于向上、向下、向左和向右移动的方向命令按钮11a到11d所可能更精确的移动来控制角色和视点的移动。 Analog operation unit 13L and 13R is used than for upward, downward, leftward and rightward direction of movement of the command buttons 11a to 11d may be more accurate to control the movement of the moving character and the viewpoint.

此外,控制器4包括开始按钮14,用于启动游戏的开始;选择按钮15,选择指定项目;以及模式选择开关16,选择模拟模式或数字模式。 Further, the controller 4 includes a start button 14 for starting a game starts; selection button 15 to select a specific item; and a mode selection switch 16 to select the analog mode or digital mode. 当通过模式选择开关16选择了模拟模式时,指示发光二极管17保持发光,并且模拟操作单元13R和13L变得有效。 When the selection switch 16 is selected by the mode analog mode, indicator LED 17 remains lit, and the analog operation unit 13R and 13L becomes effective.

当通过模式选择开关16选择了数字模式时,指示发光二极管17保持关闭,并且模拟操作单元13R和13L变得无效。 When the selection switch 16 selects the digital mode mode indicator LED 17 remains closed, and the analog operation unit 13R and 13L become ineffective. 在这种情况下,如上所述,角色和视点的移动通过操作相应的用于向上、向下、向左和向右移动的方向命令按钮11a到11d来执行。 In this case, as described above, and the viewpoint moving character by an operation for a respective upward, downward, leftward direction is performed and moving to the right command buttons 11a to 11d.

此外,在控制器4上,右按钮18和左按钮19构造成位于使玩家在以右手和左手握住握具10R和10L的时候可以用相应食指或中指操作它们的位置。 Further, in the controller 4, the right button and the left button 18 to 19 is configured so that the player is located in the right hand and left hand holding the grip 10R and 10L with their positions when the corresponding manipulation may index or middle finger. 按钮18包括第一右按钮18R1和第二右按钮18R2。 Button 18 includes a first right button 18R1 and the second right button 18R2. 按钮19包括第一左按钮19L1和第二左按钮19L2。 Button 19 includes first and second left button 19L1 left button 19L2. 这些按钮分别以控制器4为基底在垂直方向上叠在一起。 These buttons to the controller 4 as the substrate stacked in the vertical direction.

当通过控制器4移动角色和视点时,如上所述,玩家操作相应的用于向上、向下、向左和向右移动的方向命令按钮11a到11d,或者模拟操作单元13R和13L当操作相应的用于向上、向下、向左和向右移动的方向命令按钮11a到11d时,控制器4根据方向命令按钮的“方向”和“按钮被按时间长度”向客户终端2提供XY坐标上的坐标值。 When the controller 4 through the moving character and the viewpoint, as described above, the player operates corresponding to upward, downward, leftward and rightward direction command buttons 11a to 11d, or the analog operation unit 13R and 13L when the operation of the respective for upward, downward, leftward and rightward direction of movement when the command button 11a to 11d, the controller 4 depending on the direction command button "direction" and "length of time the button is pressed" to the client terminal 2 provided on the XY coordinates coordinate values. 当倾斜模拟操作单元13R和13L时,如上所述,根据从原位的“倾斜量”和“倾斜方向”,控制器4向客户终端2提供XY坐标上的坐标值。 When the analog operation unit 13R is inclined and 13L, as described above, the "inclination amount" and the "inclined direction" home position, the controller 4 provides the terminal 2 coordinate values ​​on the XY coordinates according to the customer.

图3示出客户终端2的结构。 FIG. 3 shows the structure of the client terminal 2. 坐标值获得单元20输入由控制器4提供的坐标值,并且通信单元26通过网络1向游戏服务器3提供坐标值。 Coordinate value obtaining means 20 inputs a coordinate value provided by the controller 4, and the communication unit 26 provides the coordinate value to the game server 1 via the network 3. 通信单元26从游戏服务器3接收虚拟世界的图像信息以及对应于坐标值的角色,并且显示单元22根据通过用于向上、向下、向左和向右移动的方向命令按钮11a到11d或者模拟操作单元13R和13L给出的命令,在连接到客户终端2的监视器5的屏幕上显示虚拟世界和角色的图像。 The communication unit 3 receives the game server 26 from the virtual world and the image information corresponding to the coordinate value of the character, and the display unit 22 according to the upward, downward, leftward and rightward direction of movement of a button command 11a to 11d or the analog operation units 13R and 13L command is given, and a character image of a virtual world displayed on the monitor connected to the client terminal 2 of the screen 5.

不总是需要通过网络1从游戏服务器3接收虚拟世界和角色的图像信息,而可以根据通过控制器4给出的命令来更新虚拟世界和角色的图像信息。 You do not always need the virtual world and the role of image information received from the game server 1 through 3 network, and can update the image information of the virtual world and the role according to the command given by the controller 4. 在这种情况下,显示单元22在对象存储单元24中存储虚拟世界和角色的对象数据,并且根据由坐标获得单元20给出的坐标值来更新图像信息,然后在监视器5上显示更新图像。 In this case, the display unit 22 in the object storage unit 24 stores the virtual object and the world character data, and updates the image information based on the coordinate values ​​of the coordinates given by the unit 20 is obtained, and then update the image displayed on the monitor 5 .

图4示出根据实施例1的游戏服务器3的结构。 FIG. 4 shows a structure of a game server according to Embodiment 1 of Example 3. 该图以块的形式示出各功能,并且这些功能块可以采用不同方式如仅仅硬件、仅仅软件或其组合来实现。 The diagram in block form illustrating the functions, and that these functional blocks may be employed in different ways, such as only hardware, only software, or a combination thereof. 以下参照该方框图,说明游戏服务器3上的处理。 With reference to the block diagram illustrating the process 3 on the game server.

记录移动轨迹和输入历史当玩家可以通过操作控制器4来在虚拟世界中移动角色和视点的时候,游戏服务器3的通信单元30从客户终端2接收控制器4的坐标值。 Trajectories and input history recording when the player character can move to 4 by the operation of the controller and the viewpoint in the virtual world, the game server communication unit 303 receives the coordinate values ​​of the controller 4 from the client terminal 2. 对于每个玩家,移动轨迹获得单元36检测由于控制器4的操作而产生的虚拟世界中的玩家角色移动轨迹,并且将移动轨迹数据52存储在玩家简档数据库7中。 For each player, the player character 36 to obtain trajectories trajectories virtual world due to the operation of the controller 4 is generated in the detecting means, and the player profile database 52 stores data track 7 moves. 输入历史获得单元32检测“输入历史”,它是用于向上、向下、向左和向右移动的各个方向命令按钮11a到11d或者模拟操作单元13R和13L的操作位置的历史,并且将输入历史数据50存储在玩家简档数据库7中。 Detecting input history to obtain 32 "input history" unit, which is used for upward, downward, leftward and rightward direction of movement of the respective command history button 11a to 11d or the analog operation unit 13R and 13L in the operative position, and the input historical data 50 stored in the player profile database 7.

图5示出与通过由模拟操作单元13R和13L给出的命令移动玩家A的角色相对应的“移动轨迹”以及模拟操作单元13R和13L的“输入历史”的例子。 FIG 5 shows the movement of the player character A command is given through the operation unit by the analog 13L and 13R corresponding to "trajectories" and a simulated operation unit 13R and the example of the "input history" and 13L. 图6示出与通过由模拟操作单元13R和13L给出的命令移动玩家B的角色相对应的“移动轨迹”以及模拟操作单元13R和13L的“输入历史”的例子。 Figure 6 shows a corresponding "trajectories" and a simulated operation unit 13R and the movement of the player's character Examples B through commands given by the analog operation unit 13R and 13L and 13L "input history".

在图5和图6的例子中,左上图示出角色的“移动轨迹”,左下图示出模拟操作单元13L的“输入历史”,并且右下图示出模拟操作单元13R的“输入历史”。 In the example of FIGS. 5 and 6, the illustrated upper left "trajectories" role, illustrating the lower left operation unit 13L analog "input history", and illustrating the lower right "input history" of the analog operation unit 13R .

“移动轨迹”的图表示虚拟世界的整个区域,并且移动轨迹获得单元36在玩家简档数据库7中存储移动轨迹数据52,该数据表示沿着角色所移动的轨迹,也就是,根据模拟操作单元13R和13L的移动的各个移动位置。 "Trajectories" of the virtual world view showing the entire region, and the movement locus obtaining unit 367 stores the moving route data in the player profile database 52, the data representing the character moves along the trajectory, i.e., the operation according to the simulation unit each movement position 13L and 13R move.

如上所述,使用模拟操作单元13R和13L,可以从原位进行倾斜和旋转,并且游戏服务器3的输入历史获得单元32在玩家简档数据库7中存储操作位置数据的历史作为输入历史数据50,该数据表示模拟操作单元13R和13L的倾斜和旋转位置。 As described above, the analog operation unit 13R and 13L, and the rotation may be inclined from the home position, and the game server 3 input history obtaining unit 32 in the history of the player profile database 7 stores the position data of the operation history data 50 as an input, the data representing the analog operation unit 13R and 13L of the tilt and rotational position.

因此,当为每个玩家存储“移动轨迹”和“输入历史”时,有可能知道虚拟世界中每个玩家的“移动范围”和“移动速度”的倾向。 Therefore, when stored for each player "movement trajectory" and "input history", it is possible to know the tendencies of each player's "range of movement" and "moving speed" virtual world. 如下所述,在根据本实施例的网络游戏系统的情况下,根据存储在玩家简档数据库7中的“移动轨迹”和“输入历史”来确定每个玩家的“移动范围”和“移动速度”,然后调整其上写有诸如企业广告等的项目或者来自系统管理员的重要信息的广告牌对象的安设位置和方向,以将其显示在虚拟世界中。 As described below, in the case of the network game system according to the present embodiment, according to "trajectories" and "input history" stored in the player profile database 7 to determine each player's "movement range" and "moving speed "and then adjust the written items such as corporate advertising, etc., or install it on the position and orientation of the object billboard important information from the system administrator, to be displayed in the virtual world.

广告牌显示图7中的流程图示出根据实施例1的网络游戏系统中的广告牌显示过程(以下称作广告牌显示过程)的流程。 Billboard display in FIG. 7 illustrates a flow network game system according to an embodiment of the billboard display process (hereinafter, referred to as a billboard display procedure) processes. 当建立了玩家的客户终端2与游戏服务器3之间的通信线路之后在连接到玩家客户终端2的监视器5上显示由游戏服务器3提供的虚拟世界和角色图像时,广告牌显示过程开始并且进入S1。 When a player established customer display virtual worlds and 3 character image provided by the game server on a monitor connected to the player client terminal 5 2 3 after the communication lines between the terminal 2 and the game server, billboards and display process starts enter S1.

在步骤S1,游戏服务器3确定要显示广告牌的“初始显示位置”和“初始显示方向”,其中,在该广告牌上要写入存储在广告信息数据库6中的广告信息或者从系统管理员发给玩家的信息。 In step S1, the game server determines to display the "initial display position" and "direction of the initial display" billboard, wherein, on the billboard advertisement information to be written is stored in the database 6 or the advertisement information from the system administrator information sent to the player. 然后,该广告牌显示过程进入步骤S2。 Then, the billboard displays the process goes to step S2.

在步骤S2,游戏服务器3存储虚拟世界中角色的当前位置或者视点的位置。 In step S2, the game server 3 stores the current position or viewpoint virtual world role. 然后,该广告牌显示过程进入步骤S3。 Then, the billboard displays the process goes to step S3.

当玩家通过在控制器4上操作用于向上、向下、向左和向右移动的方向命令按钮11a到11d或者模拟操作单元13R和13L来在虚拟世界中移动角色时,通过客户终端2将坐标值从控制器4提供给游戏服务器3。 When the player by the controller 4 operates to upward, downward, leftward and rightward direction command buttons 11a to 11d or the analog operation unit 13R and 13L is moved to the role of the client terminal 2 by the coordinates in the virtual world 4 values ​​supplied from the controller 3 to the game server. 在步骤S3,游戏服务器3的角色显示控制单元48根据作为来自控制器4的输入所接收的坐标值来计算角色的“移动方向”、“速度方向”和“移动量“。 In step S3, the game server 48 character display 3, "the speed direction" and the "moving distance" in accordance with "moving direction" as a coordinate value input from the controller 4 calculates a received character control unit.

具体地说,模拟操作单元13R和13L的倾斜方向表示角色的“移动方向”,而模拟操作单元13R和13L的倾斜量表示角色的“移动速度”。 Specifically, the analog operation unit 13R and 13L tilt direction indicates "moving direction" role, while the analog operation unit 13R and 13L tilt amount indicates "moving speed" character. 例如,当模拟操作单元13R和13L的倾斜量增大时,角色的移动速度增大。 For example, when the analog operation unit 13R and 13L tilt amount increases, the movement speed of the character increases.

游戏服务器3的角色显示控制单元48根据由模拟操作单元13R和13L的倾斜方向和倾斜量确定的“移动方向”和“移动速度”,计算角色的“移动量”。 The role of the game server 3 in accordance with the display control unit 48, "moving direction" and "moving speed" is determined by the analog operation unit 13R and 13L tilt direction and tilt amount calculated character "movement amount." 然后,它根据“移动方向”、“移动速度”和“移动量”形成关于角色移动的图像信息,并且通信单元30将其回送到客户终端2。 Then, according to "The moving direction", "moving speed" and the "moving distance" form image information about the movement of the character, and the communication unit 30 is delivered back to the client terminal 2. 这将导致移动角色根据玩家控制器4的操作显示在玩家的监视器5上。 This will cause the player controller according to operation of the moving character 4 is displayed on the monitor 5 the player.

下一步,在步骤S4,游戏服务器3的判别单元38参考存储在玩家简档数据库7中的玩家的“移动轨迹”和“输入历史”,并且在步骤S5,判定玩家角色移至的当前位置和控制器4的输入状态是否反映在玩家简档数据库7中得到的玩家的“移动轨迹”和“输入历史”。 Next, at step S4, the player's "trajectories" and "input history" game server 38 with reference to the determination unit 3 is stored in the player profile database 7, and in step S5, it is determined the current position of the player character to move, and whether the input is reflected in the state controller 4 to get 7 player profile database of players' movement trajectories "and" enter history. "

换句话说,在步骤S5,判别单元38判定角色是否正在沿着存储在玩家简档数据库7中的玩家的“移动轨迹”移动以及是否正在以与“输入历史”相一致的方式操作控制器4。 In other words, in step S5, the determination unit 38 determines whether or not the character is "trajectories" in the player moves the player along the profile database 7 and whether they are stored in a manner consistent with the "input history" mode operation of the controller 4 .

如果角色正在沿着与存储在玩家简档数据库7中的玩家的“移动轨迹”不同的移动轨迹移动,并且正在以与“输入历史”不一致的方式操作控制器4,则在步骤S8,游戏服务器3的广告显示控制单元40在如上所述在步骤S1确定的“初始显示位置”和“初始显示方向”上显示存储在广告信息数据库6中的企业等的广告牌广告。 If the character is along the "moving track" Different movement locus player stored in the player profile database 7, and is a way to "enter history" inconsistent with the operation of the controller 4, then in step S8, the game server 3 ad display control unit 40 determines in step S1 described above, "initial display position" displays the advertisement information stored in the company database 6 on advertising billboards and the like, and "initial display orientation."

另一方面,判别单元38判定角色正在沿着存储在玩家简档数据库7中的玩家的“移动轨迹”移动,并且正在以与“输入历史”相一致的方式操作控制器4,在步骤S6,游戏服务器3的显示位置移动单元42通过将广告牌移至与存储在玩家简档数据库7中的玩家角色的“移动轨迹”相对应的位置来显示广告牌,然后调整显示方向以便使其很可能地可从玩家所在位置清楚看见。 On the other hand, determination unit 38 determines that the player character is stored along the profile database 7 "trajectories" players in movement, and is in the details "input history" consistent operation of the controller 4, at step S6, the "mobile track" game server 3 display 42 by the billboard moved to the storage location of the mobile unit of the player character in the player profile database 7 corresponding to the location to display the billboard, and then adjust the display so that it is likely direction be clearly visible from the location where the player.

例如,在图5所示的玩家A的“移动轨迹”图中,当虚拟世界中的“中央林荫道”沿着直线通过该图的大致中间区域的移动轨迹而存在时,可以推断玩家A经常经过“中央林荫道”。 For example, in the "trajectories" player A shown in FIG. 5, when the "central avenue" exists in the virtual world by the movement locus of the intermediate region substantially along the line of FIG, player A can be inferred through regular "central Boulevard."

此外,如上所述,控制器4上的模拟操作单元13R和13L的倾斜量决定玩家角色的移动速度,并且在图5所示的玩家A的“输入历史”图中,以圆圈形状形成输入历史。 As described above, the analog operation unit 13R and 13L tilt amount on the controller 4 determines the movement speed of the player character, and the "input history" player A shown in FIG. 5, a circle shape input history . 这表示模拟操作单元13R和13L已倾斜至最大量。 This is an analog operation unit 13R and 13L are inclined to a maximum amount. 换句话说,玩家A的角色频繁地在虚拟世界中高速移动。 In other words, the role of Player A high-speed mobile frequently in the virtual world.

从上面可以推断,玩家A频繁地高速经过虚拟世界中的“中央林荫道”。 Can be inferred from the above, Player A frequent high speed through the "central avenue" in the virtual world. 因此,如图9所示,游戏服务器3的广告显示控制单元40将在沿着玩家A角色的移动方向的位置上并且以使信息显示面面对玩家角色的移动方向的方式显示广告牌。 Thus, as shown in FIG. 9, the game server 3 ad display control unit 40 at a position along the moving direction of the player character A, and so that the information on the display surface face the moving direction of the player character displayed billboard. 该广告牌最初计划沿着中央林荫道显示在图8所示的“初始显示位置”和“初始显示方向”上。 The billboard on the originally planned "initial display position" shown in FIGS. 8 and "the direction of the initial display" displayed along a central avenue.

很可能地,广告牌将显示在玩家A的角色将经过的位置上。 Most likely, the billboards will appear in the role of player A will pass position. 此外,在正常情况下,玩家的注视方向与角色在虚拟世界中移动的移动方向相同。 In addition, under normal circumstances, the player's gaze direction with the same direction of movement of the character in the virtual world. 因此,通过控制以使显示面面对玩家角色的移动方向的方式显示广告牌,显示在广告牌上的显示内容将很可能可见于玩家。 Thus, by controlling the display surface facing the direction of movement of the player character displayed billboards, display content on the billboard will likely be found in the player.

在图6中,该图的大致中心是虚拟世界的“市中心区”,从玩家B的“移动轨迹”的图中可以推断,玩家B频繁地在远离“市中心区”的区域来回移动。 In Figure 6, the approximate center of the figure is the virtual world of "downtown area" from "moving track" Figure it can be inferred Player B, Player B moves back and forth in an area away from the "downtown area" frequently.

此外,从图6所示的玩家B的“输入历史”的图中可以看到,“输入历史”集中于中央区域。 In addition, the "input history" FIG player B shown in FIG. 6 can be seen from the "input history" concentrated in the central region. 这表示模拟操作单元13R和13L的倾斜度小,并且玩家B的角色频繁地在虚拟世界中低速移动。 This means that small inclination of the analog operating unit 13R and 13L, and the role of the player B is frequently slow movement in the virtual world.

从上面可以推断,玩家B频繁地以低速在虚拟世界中的远离“市中心区”的区域来回移动。 From the above it can be inferred, Player B frequently to low speed away from the area in the virtual world of "downtown area" move back and forth. 因此,在这种情况下,游戏服务器3的广告显示控制单元40将在虚拟世界中远离“市中心区”的位置上且以使信息显示面平行于玩家B的角色的移动方向的方式显示广告牌。 Thus, in this case, the game server 3 ad display position control unit 40 away from the "downtown area" in the virtual world, and so that the information on the display surface is parallel to the moving direction of the player character B is displayed ads brand. 如上所述,该广告牌最初计划显示在“初始显示位置”和“初始显示方向”上。 As mentioned above, the display on the billboard originally planned and "Initial Orientation" in the "initial display position." 很可能地,广告牌将显示在玩家B的角色将经过的位置上,并且很可能地,显示在广告牌上的显示内容将可见于玩家。 Most likely, the billboard will be displayed in the character of the player B will pass position, and is likely to display the contents displayed on billboards will be visible to the player.

在图7所示的流程图的步骤S7重复执行这种广告牌显示位置和显示方向控制,直到游戏服务器3判定视频游戏完成。 Step S7 in the flowchart shown in FIG. 7 Repeat this billboard display direction and the display position control until the game server determines that a video game is completed.

在刚才所述的情况下,诸如广告牌的对象的显示位置配置成反映“移动轨迹”和“输入历史”,然而,它也可以配置成仅反映“移动轨迹”或仅反映“输入历史”。 In the case just described, the display position of the object such as a billboard is configured to reflect "trajectories" and "input history", however, it may also be configured to reflect only the "trajectories" or reflects only "input history."

内容的显示变化广告牌的显示内容可以共同于各个玩家,或者在根据本实施例的网络游戏系统的情况下,广告牌的显示内容可以根据不同标准如玩家偏好、玩家登录到虚拟世界中的目的或者根据虚拟世界的区域而变化。 Displays the contents of the display changes billboard content may be common to each player, or in the case of the network game system of this embodiment, the display billboard can be as player preferences based on different criteria, players log on to the destination in the virtual world or varies according to region of the virtual world.

根据玩家偏好改变所要显示的内容当根据玩家偏好改变要显示在广告牌上的内容时,游戏服务器3检查每个玩家在登记时所提交的信息。 When the information to be displayed according to the player preferences change when content on the billboard, the game server 3 checks each player at the time of registration submitted according to player preferences change content to be displayed. 该信息将通过基于web(万维网)的问卷、纸张问卷、电话问卷等来获得。 This information will be obtained through the Web-based (WWW) questionnaire survey paper, telephone questionnaires. 游戏服务器3还根据每个玩家在虚拟世界中的移动轨迹以及每个玩家的倾向如访问了虚拟世界中的哪些商店,确定每个玩家的偏好。 Game server 3 also tend to track each player moves in the virtual world as well as access to each player which stores the virtual world, to determine each player's preferences. 表示每个玩家的偏好的偏好信息56将作为一条玩家信息存储在玩家信息数据库8中。 It indicates the preference of each player preference information 56 as the player information in the player information stored in a database 8.

另外,游戏服务器3还可以配置成在通过网络1由玩家指定要在虚拟世界中显示的广告内容之后,在玩家信息数据库8中作为偏好信息56存储表示由玩家指定的广告内容的玩家信息。 In addition, the game server can also be configured to 1 after the specified ad content to be displayed in the virtual world by the player through the network, represented by the player designated player information advertising content in the player information database 8 as the preference information storage 56.

当玩家登录到虚拟世界中时,游戏服务器3的广告选择单元46从玩家信息数据库8中读出该玩家的玩家信息,并且从广告信息数据库6读出与玩家信息所表示的玩家偏好相对应的广告信息。 When players log into the virtual world, the game server ad 3 selection unit 46 reads out the players player information from the player information database 8, and read from the advertisement information database 6 player and the player information indicated a preference corresponding advertising information. 然后,广告显示控制单元40改变从玩家的当前位置可见的范围内的诸如广告牌的对象的内容以使其对应于由广告选择单元46从广告信息数据库6读出的玩家偏好,并且显示它们。 Then, the advertisement display content of the object such as a billboard in the control unit 40 changes from the current position of the player of the visible range of the player to correspond preference selection unit 46 is read by the advertisement from the advertisement information database 6, and displays them.

图10和图11示出当玩家A和与玩家A独立的玩家B在虚拟世界中从相同位置以相同方向观看时所显示的虚拟世界街景的一个例子。 10 and FIG. 11 shows an example of a virtual world when the player A street with the player A and player B independently viewed in the same direction from the same position in the virtual world displayed. 例如,如果玩家A具有“电影相关”偏好而玩家B具有“体育相关”偏好,则在诸如广告牌的对象的显示内容上将反映每个玩家的偏好,这样,在玩家A所看到的虚拟世界中的广告牌上,将如图10所示显示“电影相关”广告,而在玩家B所看到的虚拟世界中的广告牌上,将如图11所示显示“体育相关”广告。 For example, if Player A has a "movie-related 'preferences and player B has a" sports-related "preference, such as displaying the contents of the object will reflect the billboard each player's preferences, so that the player can see A virtual on billboards in the world, will be shown in the display "related to the movie" ad 10, and player B in the virtual world can see billboards will display 11 "sports-related" ads shown.

因此,通过根据每个玩家的偏好来改变所要显示的广告内容,每个玩家有可能从虚拟世界中的诸如广告牌的对象上的广告接收对应于各自偏好的有用信息。 Therefore, by changing the advertising content to be displayed according to the preferences of each player, each player is likely to receive useful information corresponding to the respective preferences advertisement on the virtual world of objects such as billboards from.

根据玩家目的改变所要显示的内容在根据玩家登录到虚拟世界中的目的在广告牌上显示诸如广告的信息的情况下,当玩家登录到虚拟世界中时,游戏服务器3通过玩家的客户终端2在监视器5上显示一个带有玩家目的输入域的输入屏幕。 According to the contents of the player the purpose of changing to be displayed in the case of information, such as advertising, when players log into the virtual world, the game server terminal 2 by the player's customers based on players log in to the virtual world of purpose displayed on a billboard 5 on the monitor display a player object input screen with an input field.

玩家在该输入域中输入他/她的登录目的如“购物”、“参与虚拟世界中所要举行的活动”、“会见朋友角色”等等。 Players in the input field input such as "shopping", "participate in a virtual world activities to be held," "Meet the role of friend," and so his / her login purposes. 当输入了目的时,游戏服务器3根据在该输入域中输入的数据获得玩家的登录目的,并且在玩家简档数据库7中存储表示玩家登录目的的目的信息54。 When receiving the object, the game server 3 acquires the login player object data input in the input field, and the player profile database 7 stores a player object information 54 logged purposes.

当玩家登录到虚拟世界中时,广告选择单元46从广告信息数据库6中读出对应于玩家目的的广告信息,并且广告显示控制单元40在安设在虚拟世界中邻近于玩家的位置中的广告牌上显示广告信息。 When a player logs into the virtual world, the advertisement selection unit 46 reads out the advertisement information corresponding to the player object from the advertisement information database 6, and the advertisement display ad positions adjacent to the player in the virtual world install a control unit 40 display advertising information on the card.

因此,有可能显示适于玩家登录目的的有用广告信息,从而可以仅向可能对这类信息感兴趣的玩家高效地宣传产品和商品。 Therefore, it may be useful to display advertisement information suitable for players log on purpose, so as to only promote products and commodities may be interested in this kind of information the players efficiently.

另外,当选择性地向玩家显示广告时,游戏服务器3向登广告者收取高于平常的广告费。 In addition, when the player selectively displays ads, the game server 3 to charge advertisers higher than usual advertising. 在这种情况下,由于看见广告的玩家将对该广告感兴趣,因此登广告者可以获得与所支付的广告费一致的显著广告影响。 In this case, because the players saw the ad will be interested in the ads, so advertisers can get consistent with the advertising costs paid significant advertising impact.

需要注意,当不能获得玩家的登录目的时,游戏服务器3显示预定广告,并且对显示广告收取费用。 Note that when you can not log on purpose to get the players, the game server 3 displays a predetermined advertising, and charge for display ads.

根据区域改变所要显示的内容上面给出的例子是根据玩家偏好改变要显示在诸如广告牌的对象上的内容。 An example of changing the contents to be displayed in the area given above are based on the player preferences to change the contents to be displayed on the object, such as a billboard. 还有可能根据虚拟世界中的区域改变要显示在诸如广告牌的对象上的内容。 It is also possible according to the virtual world of the zone change contents to be displayed on billboards, such as an object.

更具体地说,在这种情况下,游戏服务器3的广告选择单元46将整个虚拟世界虚拟划分成多个单独区域,并且分布广告内容以显示到安设在每个区域中的广告牌上。 More specifically, in this case, the game server 46 advertisement selection unit 3 of the whole virtual world into a plurality of separate virtual regions, and to display the distribution of advertising content to install in each region on the billboard. 例如,如果在区域号1中存在很多电影相关商业机构如电影院和角色商品商店(character good store),则显示具有电影相关内容的广告,并且如果在区域号2中存在很多体育相关商业机构,则显示具有体育相关内容的广告。 For example, if there are many film-related businesses in the area number 1 as the cinema and the role merchandise stores (character good store), then ads with movie-related content is displayed, and if there are many sports-related businesses in the region 2 number, display ads with sports-related content.

游戏服务器3的判别单元38监视登录到虚拟世界中的玩家的当前位置。 The game server determination unit 38 monitors 3 Log on to the current position of the player in the virtual world. 如果判别单元38确定玩家移到区域号1,则广告选择单元46选择如图10所示的广告牌上的电影相关广告,并且广告显示控制单元40控制在客户终端2上显示广告。 If the determination unit 38 determines that the player moves to the area number 1, the advertisement selection unit relevant ads on movie billboard 10 shown in FIG. 46 selects, and the advertisement display control unit 40 controls the display on the client terminal 2 ads. 如果判别单元38确定玩家移到区域号2,则广告选择单元46选择如图11所示的广告牌上的体育相关广告,并且广告显示控制单元40控制显示广告。 If the determination unit 38 determines that the player moves to the area number 2, the selection unit 46 selects ad relevant ads FIG PHYSICAL shown on billboard 11, and the advertisement display control unit 40 controls the display ads.

在这种情况下,处于相同区域的玩家将看见具有相同内容的广告而与他们的偏好无关。 In this case, the players are in the same area will see the ad with the same content, regardless of their preferences. 然而,通过标准化每个区域的广播内容,有可能让玩家识别区域特征如在该区域中存在很多体育相关商业机构。 However, standardized by the broadcast content for each region, it is possible for players to feature recognition area as there are many sports-related businesses in the region.

根据一天的时间改变所要显示的内容在上面情况下,描述了要显示在广告牌上的广告内容如何可以根据玩家偏好或者根据玩家所在的虚拟世界区域来改变。 According to the time of day changing content to be displayed in the above, the description of the ad content to be displayed on the billboard can be based on the player preferences or how to change a virtual world where regional players. 还有可能根据“时间”来改变诸如广告牌的对象上的广告内容。 It is also possible according to the content of the ads on "Time" to change the subject, such as billboards. 例如,体育相关广告将从上午8:00到上午11:00显示,食品相关广告将从上午11:00到下午2:00显示,并且电影相关广告将从下午2:00到下午6:00显示。 For example, sports-related advertising from 8:00 am to 11:00 am show, food-related advertising from 11:00 am to 2:00 pm show, and movie-related display advertising from 2:00 pm to 6:00 pm .

因此,即使在虚拟世界的相同区域内,显示在诸如广告牌的对象上的广告内容也将根据时间而改变,这就向玩家提供探索虚拟世界的额外乐趣。 Thus, even within the same region of the virtual world, such as displaying advertising content on the billboard objects will also vary according to the time, which provides additional fun to explore the virtual world to the player.

针对玩家组的诸如广告的信息的显示控制如上所述,采用根据本实施例的网络游戏系统,有可能显示具有针对各个玩家定制的不同广告信息的诸如广告牌的对象。 Display control information such as an advertisement for the group of players described above, according to the network game system according to the present embodiment, it is possible for each player having a display such as a billboard customized advertisement information different objects. 然而,如果当多个玩家作为一个组同时登录到虚拟世界中时广告信息根据每个玩家而不同,则即使当组内各玩家在虚拟世界中观看相同广告牌时,每个玩家也将看到不同的信息。 If, however, when multiple players as a group to log on to the virtual world advertising information varies according to each player at the same time, even when each player in the group watching the same billboard in the virtual world, each player will see different information.

图12是一个二维图,示出从整个虚拟世界上面往下鸟瞰而得到的虚拟世界中玩家A到C的当前位置以及广告牌安设位置或广告位置。 Figure 12 is a two-dimensional map showing the current location, and install a billboard advertising the position or the position of the entire virtual world from the top down bird's eye view of the virtual world and get the player A to C. 整个虚拟世界被2条街道均分成4个部分,区域号1到区域号4,其中,这2条街道布置成各自通过虚拟世界的中心并且相互成直角。 The whole virtual world is two streets are divided into four portions, the area number 1 to area number 4, wherein the two streets which are each arranged through the center of the virtual world and at right angles to each other. 各个区域号1到区域号4的范围是以代表建筑物的正方形符号和代表林荫大道树木的沿着街道两侧的圆形符号描述的。 Range of the respective regions 1 to 4 of the area is representative of a building square symbols representing boulevard trees described circle symbol along both sides of the street. 在十字路口中央,安设了显示带有指定内容的广告的广告牌。 In the center of the intersection, install a display ad with the specified content of the billboards.

在图12的例子中,玩家A和玩家B作为一个组登录到虚拟世界中。 In the example of FIG. 12, player A and player B as a group to log on to the virtual world. 如果玩家A的当前位置处于区域号4,并且玩家B的当前位置处于区域号2,并且他们通过观看和谈到安设在十字路口处的广告牌来相互通信,则他们之间将出现脱节的交谈,例如,玩家A说:“是否有带有体育相关信息的广告牌?”而玩家B答:“没有,难道不是带有电影相关信息的广告牌?”。 If the current position of the player A is in the region of 4, and Player B's current position in the region No. 2, and they communicate with each other by watching and talking about the billboard at the intersection to install in, it will appear disconnect between their conversation For example, player a, said: "is there a billboard with a sports-related information?" and player B Answer: "no, not that movie billboards with relevant information?."

因此,在根据本实施例的网络游戏系统中,当多个玩家作为一个组登录到虚拟世界中时,通过为形成一个组的各玩家显示具有共同内容的广告牌而与每个玩家的偏好或他们所在的区域无关,可以防止发生脱节交谈的上述问题类型。 Thus, in the network game system according to the present embodiment, when a plurality of players log on to the virtual world as a group, each player form a group having a billboard display contents in common with the preference of each player or by irrespective of their area, to prevent the type of the above-mentioned problems disjointed conversation.

作为组登录到虚拟世界中在此,通过参照图13所示的流程图,将描述当一组玩家登录到虚拟世界中时游戏服务器3的操作。 Log into the virtual world as a group herein, by reference to a flowchart shown in FIG. 13, a description will be set when the player logs into the game server during the operation virtual world. 当玩家试图访问游戏服务器3时,从游戏服务器3向玩家的客户终端2发送作为个人或作为组登录到虚拟世界中的选择屏幕。 3 When a player tries to access the game server, game server from the client to the player's terminal 2 as an individual or as a group to log on to the virtual world of the selection screen. 如果玩家在选择屏幕上选择“作为组登录”,则图13所示的流程图中所述的过程开始,并且组登录过程进入步骤S11。 If the player chooses "as a set of login" on the selection screen, the process of the flowchart shown in FIG. 13 is in the beginning, and the set of login process proceeds to step S11.

在步骤S11,由于玩家选择了组登录,因此游戏服务器3在玩家的客户终端2上显示具有通过登记新组名来登录或者采用已登记组名来登录的选项的选择屏幕。 In step S11, because the player chooses the set of login, so the game server 3 on terminal 2 displays the player's or the customer has to log in using the registered name by registering a new group select screen options group name to login. 在步骤S12,游戏服务器3判定是否通过登记新组进行登录。 In the step S12, the game server 3 determines whether to log by registering a new group. 如果选择了通过登记新组名来登录,则登录过程进入步骤S20。 If you choose to log in by registering a new group name, the login process proceeds to step S20. 如果选择了采用已登记组名来登录,则登录过程进入步骤S13。 If you choose to use the registered group name to log in, the login process proceeds to step S13.

当登录过程进入步骤S20时,游戏服务器3在玩家的客户终端2上显示一个用来输入要新登记的组名的屏幕,并且在步骤S21,等待输入要新登记的组名。 When S20, the game server on the client terminal in the player login process proceeds to step 2 for a new registration screen to enter the group name, and at step S21, waits for a new group name to be registered. 当输入了要新登记的组名时,登录过程进入步骤S22。 When you enter a group name to be newly registered, the login process proceeds to step S22. 在步骤S22,将组名输入存储在组名数据库9中,并且登录过程进入步骤S18。 In step S22, the group name in group name stored in the input database 9, and the login process proceeds to step S18.

如果在步骤S12选择了“采用已登记组名来登录”,则登录过程进入步骤S13,并且游戏服务器3在连接到玩家的客户终端2的监视器5上显示具有两个输入域的屏幕:一个用于已登记组名,并且另一个用于需要搜索的已登记组名。 If selected at step S12 'using the registered group name to log ", the login process proceeds to step S13, and the game player server 3 connected to the client terminal having a display screen of two input fields on the monitor 52: A for registered group name, and the other needs to search for the registered group name. 在步骤S14和S15,游戏服务器3判定使用两个输入域中的哪一个来输入已登记组名。 In steps S14 and S15, the game server 3 determines which one of two input fields to enter the group name has been registered. 如果使用用于已登记组名的输入域,则登录过程进入步骤S23,并且如果使用用于所要搜索的已登记组名的输入域,则登录过程进入步骤S16。 If the input field for the registered group name, the login process proceeds to step S23, and if used to search for the registered group name input field, the login process proceeds to step S16.

在步骤S23,游戏服务器3对比已登记组名输入与登记在所示组名数据库9中的组名。 In step S23, the game server 3 compares the registered name of the group with the registered name entered in the name of the database shown in FIG. 9 group. 在步骤24,游戏服务器3判定是否存在对应组名。 In step 24, the game server 3 determines whether there is a corresponding group name. 当在组名数据库9中找到已登记组名输入时,登录过程进入步骤S18。 When the group name is found in the database registered 9 Enter the group name, the login process proceeds to step S18. 当在组名数据库9中找不到已登记组名输入时,它进入步骤S25,并且在连接到玩家的客户终端2的监视器5上显示诸如“没有找到组名输入”的错误消息,并且终止登录过程。 When the group name is not found in the database 9 group name input has been registered, it goes to step S25, the player and connected to the customer an error message such as "Enter the name of the group is not found" is displayed on the monitor terminal 52, and termination of the login process.

在步骤S16,游戏服务器3的广告选择单元46在向其发出搜索请求的组名数据库9中搜索组名。 In step S16, the advertisement server 3 of the game selection unit 469 searches the group name in the group name of the database to issue a search request. 在步骤S17,广告选择单元46判定所搜索的对应组名是否存在于登记在组名数据库9中的组名内。 In step S17, advertisement selection unit 46 determines that the group name corresponding to the searched exists in the group name registered in the database 9 group name. 如果找到对应组名,则登录过程进入步骤S18。 If the corresponding group name is found, the login process proceeds to step S18. 如果找不到对应组名,则它进入步骤S26,并且在连接到玩家的客户终端2的监视器5上显示诸如“对应于组名输入的组名未被登记”的错误消息,并且终止登录过程。 If no name corresponding to the group, then it goes to step S26, the player and connected to the customer an error message such as "the group name corresponding to the unregistered group name input" terminal of the display monitor 52, and terminates the log process.

下一步,一旦在步骤S22游戏服务器3在组名数据库9中登记了新组名输入,或者在步骤S24检测到组名输入存在于组名数据库9中,或者检测到所要搜索的组名存在于组名数据库9中,则在步骤S18,游戏服务器3在诸如半导体存储器或硬盘的存储介质中存储玩家要用来登录到虚拟世界中的组名。 Next, once at step S22 the game server 3 is registered in the group name database 9 a new group name input, or in step S24 is detected group name entry exists in the group name database 9, or detecting the group name to be searched is present in 9 group name in the database, then in step S18, the game server in a storage medium such as a semiconductor memory or a hard disk memory players use to log in to the group name in the virtual world. 在步骤S19,游戏服务器3允许玩家通过存储在存储介质中的该组名来登录,并且登录过程完成。 In step S19, the game server 3 allows players to log in through the group name is stored in the storage medium, and the login process is complete.

因此,当形成一个组的多个玩家登录到虚拟世界中时,游戏服务器3根据上述存储在存储介质中的组名来监视该组内每个玩家的行动,并且广告选择单元46选择广告牌内容,从而在属于相同组的玩家之间将不会发生任何不一致性,并且广告显示控制单元40控制在客户终端2上显示所选内容。 Therefore, when a plurality of players form a group to log on to the virtual world, the game server 3 according to the storage group name in the storage medium to monitor the actions of each player in the group, and the ad selection unit 46 to select billboard content any inconsistency does not occur between the players so that belong to the same group, and the display control unit 40 controls the ad displays the selected content on the client terminal 2.

例如,图14是示出安设在十字路口处的广告牌如何从虚拟世界中的区域号4被玩家A看见的图。 For example, Figure 14 shows set up at crossroads billboard at how 4 is seen from the number of the virtual world in the area of ​​player A map. 图15是示出安设在相同十字路口处的广告牌如何从虚拟世界中的区域号2被玩家B看见的图。 Figure 15 shows how to install a billboard at the same crossroads visible from the area No. 2 is the virtual world of the player B chart. 如前面说明图12时所述,玩家A和B属于一个组。 As previously described the Figure 12, player A and B belong to a group. 图16是示出安设在相同十字路口处的广告牌如何从区域号1被玩家C看见的图。 FIG 16 is a diagram illustrating the billboard set up in the same region at an intersection of how the No. 1 Player C is seen in FIG. 玩家C独立登录到虚拟世界中。 Player C independent log in to the virtual world.

如图14和15所示,广告显示控制单元40控制广告牌内容的显示以在作为组登录到虚拟世界中的玩家A和玩家B之间保持一致。 As shown in FIGS. 14 and 15, 40 controls the billboard advertisement display control unit displays the content in the group to log on to the virtual world to maintain consistency between the player A and player B as. 在本例中,显示带有体育相关信息的广告牌。 In this case, the display billboard with sports-related information. 同时,如图16所示,对于作为不同组的玩家或者单独地登录到虚拟世界中的玩家C,广告选择单元46如上所述选择广告牌内容以使其对应于该玩家的偏好,并且广告显示控制单元40控制在客户终端2上显示广告牌内容。 Meanwhile, as shown in FIG. 16, or separately log on to the virtual world of the player as the player different groups C, billboard advertisement selection unit selects the content 46 as described above so as to correspond to the player's preferences, and the advertisement display the control unit 40 controls the display on the client terminal 2 billboard content. 在本例中,显示带有电影相关信息的广告牌。 In this case, the display billboards with movie-related information.

虽然基本配置是让广告牌广告内容反映各个玩家的偏好,但是在组的情况下有可能显示具有相同内容的广告牌。 Although the basic configuration is for billboard advertising content to reflect the preferences of individual players, but it is possible to display the billboard with the same content in the case of the group. 这样,当属于相同组的玩家观看相同广告牌时,可以防止诸如发生关于该广告牌内容的脱节交谈的麻烦。 Thus, when the players belonging to the same group watch the same billboard, it can prevent problems such as out of touch on the billboard content of the conversation of trouble.

另外,如参照图13的流程图所述,组登记可以在登录到虚拟世界中之前预先完成。 Further, as described with reference to the flowchart of FIG. 13, the group registration can be done in advance prior to log on to the virtual world. 然而,还有可能在玩家登录到虚拟世界中之后完成组登记,从而在虚拟世界中相互熟悉的玩家可以形成一个组,并且作为组探索虚拟世界。 However, there may log on to after the completion of the virtual world in the group of players registered so familiar with each other in the virtual world players can form a group and as a group to explore the virtual world. 此外,关于组名,可以重复使用相同组名,或者每次登录到虚拟世界中时,可以改变组名。 In addition, with regard to the group name, you can reuse the same group name, or every time you log into the virtual world, you can change the group name. 组名还可以在登录到虚拟世界中之后改变。 Group name can also be changed after you log in to the virtual world.

在上面说明中可以看到,在根据实施例1的网络游戏系统中,虚拟世界中每个角色的“移动轨迹”和控制器4的“输入历史”可以针对每个玩家来存储,并且通过参考“移动轨迹”和“输入历史”,可以确定虚拟世界中诸如广告牌的对象的显示位置和显示方向,从而使玩家最大可能地看见虚拟世界中诸如广告牌的对象的显示内容。 We can see in the above description, each character in the world of "moving track" and controller "input history" can be stored for each player network game system in Example 1, according to the virtual 4, and by reference "mobile track" and "input history" you can determine the direction of the virtual display position and display world objects such as billboards, so that the player most likely to see the display contents of the virtual world objects such as billboards.

在基本配置是让广告牌广告内容反映各个玩家的偏好的情况下,通过为属于相同组的各个玩家显示具有相同内容的广告牌,当属于相同组的各个玩家观看相同广告牌时,可以防止诸如发生关于该广告牌内容的脱节交谈的麻烦。 In the basic configuration is for billboard advertising content reflect each player's preferences, the through billboards for each player belonging to the same group are shown to have the same content, when each player belonging to the same group watch the same billboard can prevent such trouble disjointed conversation about the content of the billboard occur.

实施例2下一步,将描述根据本发明实施例2的网络游戏系统。 Example 2 Next, Example 2 of the network game system according to an embodiment of the present invention will be described. 在如上所述的实施例1的描述中,诸如广告牌的对象的显示位置和显示方向反映每个玩家的“移动轨迹”和“输入历史”。 In the embodiment described above in Example 1, such as a display position and the display direction of the object billboards reflect each player's "trajectories" and "input history." 同时,根据实施例2的网络游戏系统配置成在统计上估算每个玩家的“移动轨迹”,并且据此确定每个玩家对虚拟世界中的土地将给出的地价。 At the same time, the network game system according to Example 2 was configured to estimate each player's "moving track" statistically, and accordingly determine the premium for each player in the virtual world of land will be given.

这是前述实施例1与实施例2之间的唯一不同点。 This is the only difference between Example 1 and Example 2 of the preceding embodiment. 因此,以下仅将描述这两个实施例之间的不同处,而将省略重复描述。 Thus, the following description will only differences between the two embodiments, and repetitive description will be omitted.

图17是根据实施例2的游戏服务器3的方框图。 17 FIG 3 is a block diagram of a game server according to Example 2. 以下参照该方框图说明游戏服务器3上的过程。 This process is described below with reference to a block diagram of the game server 3.

关于地价的一般概念首先,如同图12,图18是在虚拟世界上面往下观看时的鸟瞰图。 General concept of premium First, as in Figure 12, Figure 18 is a bird's-eye view as seen down in the virtual world above. 从中央十字路口向外扩展的图18所示的同心圆圈表示地价范围。 Represents a premium range from the center of concentric circles as shown in FIG. 18 outwardly extended intersection. 一般,从这些圆圈可以看到,地价在城镇的中央区域较高,在本例中,城镇的中央区域位于人流量级别和商业机构数较高的十字路口附近处,此处便利性较高。 Generally, you can see from these circles, land prices higher in the central area of ​​the town, in this case, is located in the central area of ​​town people traffic levels and a higher number of businesses near the crossroads, where convenience is high. 当距离中央区域越远时,地价逐渐下降。 When the farther from the central region, decreased land. 图19是该地价的价值分布图。 19 is a profile of the value of the premium.

随着玩家而不同的地价感地价感随着玩家而不同。 As players and a different sense of premium premium feeling with the players is different. 在图20中,内部带斜线的圆圈表示玩家A的移动轨迹。 In FIG. 20, represented inside the circle with slashes Player A movement locus. 从图20可以推断,玩家A频繁地访问虚拟世界中区域号1的特定部分。 It can be inferred from Figure 20, Player A visit a specific part of the virtual world No. 1 region frequently. 因此,以图20中的圆圈表示的区域号1的部分可以判断为对于玩家A有价值的土地。 Thus, part of the region number 1 in FIG. 20 may be represented by a circle for the player A determines that valuable land.

图21是与玩家A的地价感相对应的价值分布图。 Figure 21 is a sense of the value of land distribution and Player A corresponding. 在图21的图中,竖轴表示地价,而横轴表示离城镇中央区域的距离。 In FIG. 21, the vertical axis represents the land, and the horizontal axis represents the distance from the central area of ​​the town. 峰值地价落在玩家A频繁来往的区域号1内。 Land peak falls within the region A frequently from the number of players.

通过考虑每个玩家的移动轨迹来针对每个玩家确定地价当接收到来自玩家的请求,例如,“我想要在虚拟世界中开一个商店”或者“我想要构建某建筑结构如房子或建筑物”,则游戏服务器3的地价设置单元60在玩家简档数据库7中参考发出请求的玩家的移动轨迹,并且通过应用基于图19所述的一般地价的价值分布与参照图21的玩家地价的价值分布的组合的价值分布,对玩家的商店或建筑物等征收一定的费用。 By considering the trajectories of each player for each player to determine land prices when receiving a request from the player, for example, "I want to open a shop in the virtual world" or "I want to build a building structure such as a house or building objects ", the game server unit 60 disposed premium player profile database 7, the movement locus of the player requesting a reference, and by the application based on the value of the land 19 generally showing the distribution of premium player 21 described with reference to FIG. the value of the distribution of portfolio value distribution, such as the player to store or building levy a fee.

图22是示出关于玩家A的位置与费用金额之间的关系的图。 22 is a diagram showing a relationship between the position and the amount of the fee on Player A's. 图23是根据从虚拟世界上面往下看的鸟瞰图的模式图。 23 is a top model from the virtual world look down bird's-eye view of the map. 在图23中,以虚拟世界的中央区域为其中心的大圆圈表示玩家的一般移动范围,而区域号1中的内部带斜线圆圈表示玩家A频繁访问的区域的范围。 In Figure 23, the virtual world with a large circle for the center of the central region represents the general range of movement of players, while the interior area number 1 in the shaded area of ​​the circle indicates the range of Player A frequently accessed.

在图23所示的玩家A的情况下,移动范围集中于虚拟世界的区域号1中的特定范围内。 In the case where the player A shown in FIG. 23, the range of movement within the virtual world focused in the area number 1 specified range. 一般,大多数玩家的移动轨迹集中于虚拟世界的中央区域的附近处,并且对于这些玩家,中央区域附近的土地判断为具有较高价值。 Generally, most players focus on moving track near the central region of the virtual world, and for these players, to determine land near the center of the area with a higher value. 然而,通过参照玩家A的移动轨迹可以清楚,玩家A判断区域号1中的内部带斜线圆圈的区域内的土地具有较高价值。 In the land, however, by referring to the player A clear trajectories inside the player A is determined in a number of areas shaded circle region having a higher value.

因此,游戏服务器3的收费单元62将玩家A的费用金额确定成如图22所示商店和建筑物越靠近区域号1其费用金额就越高。 Accordingly, the game server charging unit 623 will determine the amount of charge to the player A shown in FIG. 22 shops and buildings closer to the region 1, the amount of the higher cost thereof. 这样,有可能根据每个玩家在虚拟世界中的地价感对每个玩家的商店或建筑物征收适当的费用。 In this way, it is possible to impose appropriate fee for each player's store or building a sense of premium based on each player in the virtual world.

另外,虽然在上面例子中通过组合使用一般地价的价值分布和每个玩家的地价的价值分布来为每个玩家确定费用金额,但是费用金额也可以通过仅使用每个玩家的地价的价值分布来确定。 In addition, although the value of land by combining the use of general in the example above to determine the distribution of the amount of the fee for each player and each player's worth the premium distribution, but the amount of the fee can also be use only by the value of each player's land distribution determine.

例如,在大范围的土地上只有极少建筑结构的虚拟世界区域中,只有极少或者没有诸如商业机构和车站的结构以用于如上所述计算费用金额,这使得难以确定适当的费用金额。 For example, the virtual world on the land area of ​​only a few large-scale structure of the building, only a little or no commercial organization and structure of the station, such as described above for calculating the amount of the fee, which makes it difficult to determine the appropriate amount of the fee.

由于每个玩家的移动轨迹反映每个玩家对各个区域的价值感,因此通过根据玩家的移动轨迹来如上所述计算费用金额,有可能为难以确定金额的区域确定适当的费用金额。 Since each player's move reflects the trajectory of each of the players a sense of the value of each region, and therefore by the player according to the trajectories described above to calculate the amount of the fee, it is possible to determine the appropriate fee amount is difficult to determine the amount of area. 在这种情况下,必要时费用金额也可以通过组合一般地价与每个玩家的移动轨迹来确定。 In this case, if necessary, to determine the amount of the fee can track the movement of each player through a combination of general premium.

此外,虚拟世界的各区域的一般地价根据诸如商业机构、建筑结构和车站的结构来计算。 In addition, the virtual world of the general premium is calculated based on each region, such as businesses, building structures and structure of the station. 然而,通过考虑每个玩家的移动轨迹的统计,根据该统计而算出的地价也可以用作一般地价。 However, by considering the movement locus of each player statistics, based on the calculated statistics may be used as a general land premium. 这样,可以确定适于所有玩家的地价。 In this way, we can determine suitable for all players of the land.

此外,每个对应玩家的地价也可以通过重新调整使用每个玩家的移动轨迹根据每个玩家的移动轨迹的统计而算出的一般地价来确定。 In addition, each player corresponding to the land can also be determined using a general land track of each player in accordance with the movement locus of the movement of each player is calculated by statistical readjustment. 在这种情况下,地价可以针对每个玩家更适当地进行确定。 In this case, the premium may be more appropriately determined for each player.

还有可能任意地确定虚拟世界中的一般地价。 It is also possible to arbitrarily determine the general premium virtual world. 例如,游戏服务器3可以配置成与先前地价相比在特定时期内任意地降低特定区域的地价。 For example, the game server 3 may be configured to be arbitrarily compared to previous land premium reduced specific region during a specific period. 这样,鼓励玩家使用该土地来开店或构建建筑结构。 In this way, we encourage players to use the land to build the shop or building structure.

实施例3下一步,将描述根据本发明实施例3的网络游戏系统。 Example 3 Next, Example 3 of the network game system according to an embodiment of the present invention will be described. 在如上所述的实施例2中,它被配置成根据诸如每个玩家的“移动轨迹”的数据来为每个玩家确定地价。 2 in the embodiment described above, it is configured to determine the premium for each player in accordance with "trajectories" data, such as each player. 然而,在本实施例3中,它被配置成根据多个玩家的“移动轨迹”的统计来确定诸如广告牌的对象的广告费率。 However, in the embodiment 3 of the present embodiment, it is configured to determine advertising rates, such as a billboard object according to a plurality of players "trajectories" statistics.

图24是根据实施例3的游戏服务器3的方框图。 24 FIG. 3 is a block diagram of the game server according to Embodiment 3 of the embodiment. 以下参照该方框图来说明游戏服务器3上的过程。 3 on the process described below with reference to the block diagram of the game server.

每个玩家的移动轨迹的统计游戏服务器3的统计处理单元66例如以小时、天、星期、月、季度或年从存储在玩家简档数据库7中的每个玩家的移动轨迹的数据中编辑统计数据,并且根据该统计结果,广告费设置单元68为广告牌的安设位置即广告位置确定广告费,并且将它作为广告费信息72存储在广告信息数据库6中。 The trajectories of each player's game server statistics statistical processing unit 663, for example, hours, days, week, month, quarter or year to edit statistical data from the trajectories of each player stored in the player profile database 7 data, and based on the statistical results, the setting unit 68 to advertising billboard ad install position, i.e. the position determination advertising, and the advertising fee as the advertisement information stored in the database 672.

图25是如何根据该统计确定广告费率的示例图。 Figure 25 is an example of how to determine advertising rates based on the view of statistics. 一般,由于在十字路口处附近处的城镇中央区域人流量最大并且很多商业机构也位于此,因此广告费率最高的广告牌安设位置位于城镇中央区域的附近处。 Generally, due to the flow of people in the central area of ​​the town at the crossroads near the maximum and many commercial organizations are also located here, so the highest advertising rates install billboards located near the central area of ​​town. 然而,通过对每个玩家的移动轨迹进行统计,如果很多玩家实际上往往聚集于远离城镇中央区域的区域,如图25中的带斜线圆圈所示,则将广告牌安设在很多玩家实际上聚集的远离城镇中央区域的位置而不是将广告牌安设在城镇中央区域中,广告影响将更大。 However, the statistics of the trajectories of each player, if in fact a lot of players tend to congregate in areas away from the central area of ​​the town, shaded circle 25 as shown, then install billboards in many real players gathered on location away from the central area of ​​town rather than install billboards in the central area of ​​town, advertising impact will be greater.

因此,如果想要安设广告牌的玩家希望如图25所示将广告牌安设在城镇的中央区域内,则这意味着广告牌将安设在较少玩家聚集的位置,因此游戏服务器3的广告费设置单元68将收取较低的广告费。 Therefore, if the player wants to install billboards billboards want to install as shown in the central area of ​​the town of 25, this means that the billboard will be set up in less players gathered position, so the game server 3 advertising setting unit 68 lower advertising costs will be charged.

相反,如果想要安设广告牌的玩家希望将广告牌安设在图25中以带斜线圆圈表示的区域内,则这意味着广告牌将安设在较多玩家聚集的位置,因此广告费设置单元68将收取与广告影响相一致的广告费。 On the contrary, if the player wants to install billboard want to install billboards in Figure 25 shaded circle indicates the region, this means that the billboard will install more players gathered at the location, so the ad setting unit 68 fee will be charged to the impact of advertising is consistent advertising. 换句话说,广告越靠近玩家实际上聚集的地方,广告费就越高。 In other words, the ad actually gather closer to local players, the higher advertising costs.

通过根据虚拟世界中每个玩家的移动轨迹的统计来确定广告费,有可能收取与广告影响相一致的适当广告费。 To determine the virtual world advertising based on the trajectories of each player's statistics through, it is possible to collect consistent with the advertising impact of appropriate advertising. 另外,广告费可以通过平均每个玩家的地价或者通过考虑针对每个玩家确定的广告费率来确定。 In addition, advertising costs or can be determined for each player to determine advertising rates by an average premium by taking into account each player.

移动广告牌玩家聚集的区域可能例如以小时、天、星期、季度和年变化。 Mobile billboards players gathered in the area may be for example in hours, days, weeks, quarterly and annual changes. 因此,广告显示控制单元40的显示位置移动单元42根据安设了广告牌的玩家的请求将广告牌或者仅将广告内容移到玩家聚集的位置,并且显示它。 Thus, the display position of the advertisement display control unit 40 of the mobile unit 42 requests the install billboard billboards or players will only move advertising content players gathered position, and displays it.

在这种情况下,统计处理单元66监视每个玩家的移动轨迹,并且编辑统计数据,并且如图26中的带斜线圆圈所示,显示位置移动单元42通过将广告牌移到玩家当前聚集或者玩家预期聚集的位置来显示它。 In this case, the statistical processing unit 66 monitors the movement locus of each player, and to compile statistics, and shown shaded circle in FIG. 26, the display position of the mobile unit 42 by moving a player billboard current aggregate or the player is expected to gather location to display it.

这样,玩家无论聚集在哪个区域,都在其中显示广告牌,因此登广告者可以获得显著的广告影响,并且系统管理员可以向该登广告者收取适于该影响的广告费。 In this way, the players gathered in no matter which area are showing a billboard, so advertisers can gain significant advertising impact, and the system administrator can charge advertisers to advertising appropriate to the impact.

另外,虽然在上面例子中是移动广告牌本身,但是也有可能将系统配置成仅移动广告牌内容以使其显示在安设在玩家正聚集的位置的广告牌上。 In addition, although the mobile billboard itself in the example above, it is also possible to configure the system to move billboards only content so that it appears on the player are gathering in the install location of the billboard.

广告牌方向的改变控制如前所述,玩家聚集的区域可能例如以小时、天、星期、季度和年变化。 Billboard change the direction of control mentioned earlier, players gathered in the area may be for example in hours, days, weeks, quarterly and annual changes. 因此,广告显示控制单元40的显示方向改变单元44根据安设了广告牌的玩家的请求,改变广告牌的方向以便使诸如广告的项目的显示面将面对玩家聚集处的方向。 Thus, advertising display direction changing unit 40 control unit 44 according to a request of the billboard install the player, change direction so that the billboard such as an advertisement display surface of the facing direction of the items at the players gathered.

在这种情况下,统计处理单元66监视每个玩家的移动轨迹,并且编辑统计数据,并且如图27中的带斜线圆圈所示,显示方向改变单元44改变广告牌的方向以便使广告牌显示面将面对玩家当前聚集或者玩家预期聚集的区域。 In this case, the statistical processing unit 66 monitors the movement locus of each player, and to compile statistics, and shown shaded circle in FIG. 27, the direction changing unit changes the display direction of billboard 44 so as billboards the display surface of the face of the player or the player is expected to gather current gathering area.

由于诸如广告的项目的显示面以面对玩家聚集的区域的方式来显示,因此结果将是大部分玩家将看见广告内容,并且登广告者可以获得显著的广告影响。 Since the display surface of advertising items such as to face the region's players gathered to show, so the result is that most players will see the ad content, and advertisers can gain significant advertising impact. 另外,系统管理员可以向该登广告者收取适于该影响的广告费。 In addition, the system administrator can charge advertising fees adapted to the influence of advertisers.

另外,虽然在上述例子中是改变广告牌的方向以便使它面对玩家聚集的区域,但是它可以配置成使广告牌的方向针对每个玩家而不同以便使诸如广告的项目的显示面将面对每个玩家。 In addition, although in the above example is to change the direction of the billboard so that it faced players gathered in the area, but it can be configured to make the billboard direction different for each player so that the display surface such as advertising project will face for each player. 此外,虽然在上面描述中,仅改变广告牌的方法,但是在将广告牌本身移到玩家聚集的位置之后也可以改变广告牌的方向。 Furthermore, although in the above description, the only way to change the billboards, but after the billboard itself moved to the position of players gathered can also change the direction of the billboard.

此外,它可以配置成在将广告牌本身移到玩家聚集的位置之后,使广告牌的方向针对每个玩家而不同以便使诸如广告的项目的显示面将面对每个玩家。 In addition, it can be configured after the players gathered billboard itself moved to the position of the direction billboard for each player is different so that the display surface, such as advertising the project will face each player. 在这种情况下,大多数玩家将看见广告牌,因此登广告者可以获得显著的广告影响。 In this case, most players will see the billboard, so advertisers can gain significant advertising impact.

考虑识别范围的广告牌显示位置控制在该网络游戏系统中,玩家在虚拟世界中移动角色,同时观看连接到客户终端2的监视器5的显示屏幕,并且较大可能地是该移动方向对应于观看监视器5的玩家的注视方向。 Consider recognition range billboard display position control in the network game system, the player character moving in the virtual world, while viewing the monitor connected to the client terminal 2 a display screen 5, and possibly a large corresponding to the moving direction viewed players gaze direction of the monitor 5.

此外,当移动角色时,游戏服务器3根据角色的移动速度通过运动模糊处理在背景中显示模糊。 Further, when the moving character, the moving speed of the game server 3 by the character display blurring motion blur in the background. 通过运动模糊处理加入的运动模糊量随着角色的移动速度增大而逐渐增大,因此当角色的移动速度变快时,观看监视器5的玩家识别广告牌、背景等变得更加困难。 Motion blur by the amount of motion blur is added as the moving speed of the character increases gradually increases, and therefore when the moving speed of the character becomes fast, the viewing monitor player identification billboards, 5 background becomes more difficult. 因此,通过玩家操作的角色移动速度对应于玩家的可见角度。 Thus, by the moving speed of the player character corresponding to the operated angle of the player's visible.

当角色通过控制器4移动时,判别单元38的可见范围判断单元70根据表示控制器4的操作方向的数据确定玩家的注视方向,并且还根据表示用于控制器4的每个操作方向的连续操作时间的数据来确定与角色的移动速度相对应的玩家可视角度。 4 by the controller when the character movement determining unit 38 of the visible range determination unit 70 determines the direction of gaze of the player based on the data representing the operation direction controller 4, and also for continuous operation of the controller 4 for each direction representing operating time data to determine the moving speed of the player character corresponding to the viewing angle. 可见范围判断单元70通过玩家的注视方向和可视角度判断玩家可以看见的范围(以下还称作识别范围)。 Range determining means 70 determines the visible range of the player can be seen by the player's gaze direction and viewing angle (hereinafter also referred to as the recognizable range). 广告显示控制单元40改变广告牌上广告的广告牌位置和显示面方向,以便使它将位于可视范围内。 The display control unit 40 changes the advertisement billboard position and direction of the display surface of the billboard advertisement, so that it will be in the visible range.

图28a和28b说明当移动速度不同时如何将广告牌安设在可视范围内。 FIGS. 28a and 28b illustrate how the same time when the moving speed does not install the billboard in the visible range. 图28a示出低移动速度v的情况。 FIG 28a shows a case where the moving speed v is low. 可视角度大,并且可视范围82从观看方向向左右展宽。 Viewing angle, and the visual range of about 82 to widening the viewing direction. 广告牌84可以沿着观看方向安设在周围区域内,以便使它不能阻碍玩家视野,并且当玩家对广告感兴趣时玩家可以在广告牌84上看见广告。 84 billboards along can watch Fangxiang An located in the surrounding area, so that it does not obstruct the player's view, and the player can see the ads on billboards advertising 84 when the players interested. 图28b示出高移动速度v的情况。 Figure 28b shows the case of a high moving speed v. 可视角度小,并且可视范围82朝向观看方向变窄。 Small viewing angle, and the viewing direction toward the viewing area 82 is narrowed. 周围区域80a和80b通过运动模糊效应而模糊。 Surrounding areas 80a and 80b blurred by motion blur effect. 在这种情况下,广告牌84安设在面对玩家正面的远处正前方,以便使它不会受到运动模糊的影响。 In this case, we set up 84 billboards in the face of the far right in front of the front players, so that it will not be the motion blur effect. 从而,即使当向观看方向高速移动时玩家也可以看到广告牌84的广告。 Thus, even when the viewing direction of the high-speed mobile players can also see advertising billboards 84.

因此,当角色的移动速度快时,通过运动模糊将较大模糊量加到较接近于角色的对象,并且通过运动模糊将较小模糊量加到较远离角色的对象。 Thus, when the moving speed of the character, the motion blur is added to a larger amount of blur closer to the target character, and a smaller amount of blur applied farther from the object by the character motion blur. 因此,广告显示控制单元40的显示位置移动单元42在远离角色的位置上显示诸如广告牌的对象。 Thus, the display 42 displays such as advertising billboards in a position away from the character object control unit 40 of the display position of the mobile unit. 因为对远离角色的广告牌加入较小模糊量,所以对于玩家,较容易识别诸如广告牌的对象。 Because of the smaller amount of blur on the billboard away from the role to join, so for the players, it is easier to identify objects such as billboards. 因此安设在可视范围内的广告费设得较高。 Therefore, locating in the visible range of advertising set too high. 随着保持可视范围的时间长度变大,安设在可视范围内的广告的费用可以增加。 With the holding time length becomes large visual range, locating in the visible range may increase the cost of advertising.

从上面说明中可以看到,在根据实施例3的网络游戏系统中,玩家聚集的虚拟世界区域根据每个玩家的移动轨迹的统计来确定,并且根据该确定结果,改变诸如广告牌的对象的安设位置和方向。 Can be seen from the above description, according to the network game system in Example 3, the players gathered in the area to determine the virtual world based on the trajectories of each player's statistics, and according to the determination result, change of objects such as billboards install position and orientation. 此外,确定玩家的识别范围并且改变诸如广告牌的对象的安设位置,以便可以在识别范围内定位对象位置。 In addition, the player is determined to identify the range and location of the object, such as a change install billboards, so that the position of the object may be positioned within the recognition range. 由于广告牌被玩家识别的概率增大,因此登广告者可以获得高广告影响。 Since the probability billboard identified by the player increases, so advertisers can get high advertising impact.

实施例4下一步,将描述根据本发明实施例4的网络游戏系统。 Example 4 Next, Example 4 of the network game system according to an embodiment of the present invention will be described. 在如上所述的实施例3中,描述了改变诸如广告牌的对象的安设位置以使其位于每个玩家的识别范围内。 In the embodiment described above in Example 3, a change install location of the object such as a billboard to be located within range of each player's identification. 在根据实施例4的网络游戏系统中,它被配置成通过考虑玩家的识别范围的统计来确定地价和广告费率。 In the network game system according to Example 4, which is configured to determine the premium ad rate and recognition range by considering the statistics of players.

检测识别范围在实施例4中,当角色通过控制器4移动时,如同在实施例3中,判别单元38的可见范围判断单元70确定玩家的注视方向以及玩家的可见角度,并且判断玩家所见范围,换句话说,识别范围。 Range detection and recognition in Example 4, when the character moves through the controller 4, as in Example 3, the visible range determination unit 70 determines that the unit 38 determines the direction of gaze of the player and the player visible angle, and determine whether the player can see range, in other words, recognition range. 此外,实施例4的可见范围判断单元70对连续或断续地保持该识别范围的时间长度进行计时。 In addition, the range determining unit 70 continuously or intermittently to maintain the length of the visible range of the recognition time for timing of Example 4. 对于每个玩家,可见范围判断单元70在玩家简档数据库7中存储表示识别范围和保持识别范围的时间长度的信息。 For each player, the visible range determination unit 70 in the player profile database 7 stores information indicating the length of the recognition range and holding time of the recognition range.

另外,关于要存储在玩家简档数据库7中的表示识别范围和连续或断续保持识别范围的时间长度的信息,该系统可以配置成,只有当识别范围保持预定或更长时间长度时,才将它保存在玩家简档数据库7中,例如,只有当识别范围连续或断续保持3秒或更长时,才将该信息存储在玩家简档数据库7中。 Further, represents a recognition range and continuously or intermittently to maintain a range of identification information about the time length to be stored in the player profile database 7, the system may be configured to, only when recognizing the predetermined range to maintain the length or longer, before it will be stored in the player profile database 7, for example, only when the identification continuously or intermittently to maintain the range 3 seconds or longer, until the player profile information is stored in the database 7. 从而,可见范围判断单元70可以获得保持预定或更长时间长度的可视范围作为用户的可视范围。 Thus, the visible range determination unit 70 may obtain or maintain a predetermined length longer visible range as the user's viewing area.

根据识别范围确定广告费率和地价当可见范围判断单元70如此确定识别范围及其保持时间时,广告费设置单元68根据如上所述基于每个玩家的移动轨迹确定的广告费率以及考虑识别范围及其保持时间,确定经过修正的广告费率。 Determining advertising rates and land when visibility range determination unit 70 thus determines a recognition range and holding time range according to the identification, advertising setting unit 68 as described above to determine advertising rates based on the movement locus of each player and to consider the recognition range and keeping time, to determine advertising rates amended. 另外,可见范围判断单元70也可以在实施例2中提供,以便使地价可以根据识别范围来设置并且经过修正的地价可以根据保持识别范围的时间长度来确定。 Further, the visible range determination unit 70 may also be provided in Example 2, so that the land may be set according to the recognition range and can be determined according to the length of time to maintain the corrected recognition range land.

具体地说,如上所述,广告费率和地价在玩家聚集的区域内变高。 Specifically, as described above, advertising rates and land players gathered in the area increases. 然而,即使在玩家聚集的那些区域内,也存在清楚地位于玩家的识别范围内的区域和不清楚地位于玩家的识别范围内的区域。 However, even if the players gathered in those areas, there are also located in the region and the region clear clear located within the recognizable range of the recognition range of the player's player.

因此,即使在玩家可能聚集的那些区域中,游戏服务器3也如上所述根据识别范围及其保持时间来确定广告费率和地价:清楚地位于玩家的识别范围内的区域的广告费率和地价设得高于其他区域的广告费率和地价,并且不清楚地位于玩家的识别范围内的区域的广告费率和地价设得低于其他区域的广告费率和地价。 Thus, even if the player may collect in those regions, the game server may also be determined as described above and premium advertising rates based on the recognition range and the retention time: clear advertising rates and land area is located within the range of the player's identification set advertising rates higher than other regions and land, and advertising rates and unclear land located within the area range of the player identification provided advertising rates and land lower than other regions.

可以详细地确定整个虚拟世界中的广告费率和地价,这使得有可能向将作为登广告者的玩家或者将在虚拟世界中开店或者构建建筑结构的玩家收取适当的广告费和征收土地费用。 You can determine advertising rates and land prices throughout the virtual world of detail, which makes it possible to the players or to shop or build a building structure to collect the appropriate fees and advertising costs of land acquisition in the virtual world as advertisers players.

虽然本发明是作为示例性实施例来描述的,但是应该理解,在不脱离由所附权利要求限定的本发明范围的情况下,本领域的技术人员可以进行各种修改和替换。 Although the present invention has been described as an exemplary embodiment, it should be understood that, without departing from the appended claims is defined by the scope of the invention, those skilled in the art that various modifications and substitutions. 一些这样的变更如下所述。 Some of these changes follows.

游戏服务器3的一部分功能块可以在客户终端2中提供。 3 part of the game server function blocks may be provided in the client terminal 2. 例如,输入历史获得单元32、移动轨迹获得单元36、判别单元38和玩家简档数据库7可以在客户终端2中提供,并且客户终端2可以存储用户简档,并且判断是否需要应用用户简档。 For example, the input history obtaining unit 32, the movement trajectory obtaining unit 36, determination unit 38 and the player profile database 7 may be provided in the client terminal 2 and the client terminal 2 can store a user profile, and determines whether to use the user profile. 当应用用户简档时,游戏服务器3的广告显示控制单元40可以在根据用户的输入历史和移动轨迹改变其显示条件之后,将显示对象显示在客户终端2上。 When applied after the user profile, game advertisement server 3, the display control unit 40 may change its display condition based on the user input history and the trajectory of the display object displayed on the client terminal 2. 此外,还可以考虑很多其他结构,其中,以不同方式在客户终端2和游戏服务器3中分布各功能块。 In addition, many other configurations may also be considered, which, in different ways the functional blocks 3 distribution in the client terminal 2 and the game server. 例如,在客户终端2和游戏服务器3中复制各功能块,以便在网络1处于不良状态的情况下可以仅在客户终端2中继续操作。 For example, in a case where the client terminal 2 and the game server replication functional blocks, to be in the failure state in the network terminal 1 can continue to operate only when a customer 2.

虽然在上述说明中游戏服务器3的判别单元38判定是否需要应用用户简档,但是用户可以决定反映用户简档的时刻,并且通过在客户终端2的控制器4上按一个按钮来指示应用用户简档。 Although the game server determination unit 3 determines whether the application 38 a user profile in the above description, the user may decide to reflect the timing of the user profile, and by the client terminal 2 on the controller 4 to push a button to indicate the user profile application files.

工业适用性如上所述,本发明可以用于在虚拟世界中显示对象的方法、装置和系统。 Industrial Applicability As described above, the present invention may be used to display objects in the virtual world methods, apparatus and systems. 本发明还可以用于在虚拟世界中设置地价和广告费的方法。 The method of the invention can also be used to set advertising rates and land prices in the virtual world.

Claims (47)

1.一种对象显示装置(3),其特征在于它包括:输入历史获得单元(32),获得用于在虚拟世界中移动操作对象的用户操作的输入历史,并且作为用户简档存储输入历史;判别单元(38),检查用于移动操作对象的当前用户操作是否反映所存储的输入历史,从而判定是否需要应用用户简档;以及显示控制单元(40),当判别单元(38)判定需要应用用户简档时,根据从输入历史判断的操作对象的移动速度,以使显示对象可见于用户的方式,在虚拟世界中显示其上显示了要让用户识别的信息的显示对象。 An object display device (3), characterized in that it comprises: input history obtaining unit (32), obtaining a user input history for moving the operation target in the virtual world of the operation, and the user profile as input history is stored; discriminating means (38), for moving the operation target to check whether the user operation reflects the current input history stored, thereby determining whether the application requires a user profile; and a display control unit (40), when the determination unit (38) determines that the application needs when a user profile, in accordance with the input from the operation target moving velocity determination history, that the display object is visible to the user, the display in the virtual world displayed on the display object information to make identification of the user.
2.如权利要求1所述的装置(3),其特征在于显示控制单元(40)根据移动速度来调整显示对象的显示位置与用户的观看位置之间的距离。 2. The apparatus according to claim 1 (3), characterized in that the display control unit (40) to adjust the distance between the display position of the viewing position of the user object is displayed according to the moving speed.
3.如权利要求1所述的装置(3),其特征在于显示控制单元(40)根据移动速度来朝向用户的观看方向调整显示对象的方向。 3. The apparatus according to claim 1 (3), characterized in that the display control unit (40) according to the moving speed of the user's viewing direction toward the object to adjust the display.
4.如权利要求2所述的装置(3),其特征在于显示控制单元(40)根据移动速度来朝向用户的观看方向调整显示对象的方向。 4. The device according to claim 2, (3), characterized in that the display control unit (40) according to the moving speed of the user's viewing direction toward the object to adjust the display.
5.如权利要求1-4中的任一项所述的装置(3),其特征在于它还包括选择单元(46),根据用户的偏好选择要显示在显示对象上的信息。 5. A device (3) according to any one of claims 1-4 claims, characterized in that it further comprises a selection unit (46), according to the user's preference selection information to be displayed on the display object.
6.如权利要求1-4中的任一项所述的装置(3),其特征在于它还包括选择单元(46),根据用户探索虚拟世界的目的选择要显示在显示对象上的信息。 6. The apparatus (3) according to any one of claims 1-4 claims, characterized in that it further comprises a selection unit (46), selecting a virtual object according to a user to explore the world of information to be displayed on the display object.
7.如权利要求1-4中的任一项所述的装置(3),其特征在于它还包括选择单元(46),根据虚拟世界中的区域或者根据用户探索虚拟世界的时间,选择要显示在显示对象上的不同信息。 7. The device according to any one of claims 1-4 (3) as claimed in claim, characterized in that it further comprises a selection unit (46), in the region of the virtual world or virtual world search time according to a user, to select display different information on the display object.
8.如权利要求1-4中的任一项所述的装置(3),其特征在于它还包括选择单元(46),为作为相同组探索虚拟世界的各个用户选择要显示在显示对象上的相同信息。 8. The apparatus of any one of claims 1-4 in claim (3), characterized in that it comprises a selection unit (46), to display the selected virtual world to explore each user as a display object in the same group the same information.
9.如权利要求1-4中的任一项所述的装置(3),其特征在于它还包括可见范围判断单元(70),根据用户在虚拟世界中所操作的操作对象的移动方向和移动速度判断观看虚拟世界的用户的可见范围,并且其中,显示控制单元(40)将显示对象显示在所判断的可见范围内。 9. The apparatus of any one of 1-4 to claim (3), characterized in that it comprises the visible range determining means (70), the movement direction of the user operation target in the virtual world and operated Analyzing the moving speed of the user viewing the virtual world of the visible range, and wherein the display control unit (40) displays the display object in the visible range of the determination.
10.如权利要求1-4中的任一项所述的装置(3),其特征在于它还包括地价设置单元(60),根据用户的操作对象的移动轨迹来针对每个用户设置虚拟世界区域的地价。 10. The device according to any one of claim 1-4 in claim (3), characterized in that it comprises a land setting unit (60), the operation target trajectories according to the user settings for each user a virtual world land area.
11.如权利要求10所述的装置(3),其特征在于它还包括地价设置单元(60),根据用户的操作对象的移动轨迹来针对每个用户设置虚拟世界区域的临时地价,然后根据虚拟世界区域的临时地价和一般地价来设置要对每个用户收取的地价。 11. The apparatus according to claim 10 (3), characterized in that it comprises a land setting unit (60), according to a user operation target trajectories for each user to set a temporary virtual land regions of the world, and in accordance with temporary land area of ​​the virtual world and the general land premium to be set for each user charge.
12.如权利要求10所述的装置(3),其特征在于它还包括:可见范围判断单元(70),根据虚拟世界中用户的移动方向和移动速度判断观看虚拟世界的用户的可见范围,以及地价设置单元(60),根据用户的移动轨迹和可见范围来针对每个用户设置虚拟世界区域的地价。 12. The apparatus according to claim 10 (3), characterized in that it comprises: the visible range determination unit (70), the movement direction and movement speed of the virtual world, the user determines the user viewing the visible range of the virtual world, and a land setting unit (60), according to the user's movement locus and visible range is provided for each user to the virtual world land area.
13.如权利要求11所述的装置(3),其特征在于它还包括:可见范围判断单元(70),根据虚拟世界中用户的移动方向和移动速度判断观看虚拟世界的用户的可见范围,以及地价设置单元(60),根据用户的移动轨迹和可见范围来针对每个用户设置虚拟世界区域的地价。 13. The apparatus according to claim 11 (3), characterized in that it comprises: the visible range determination unit (70), the movement direction and movement speed of the virtual world, the user determines the user viewing the visible range of the virtual world, and a land setting unit (60), according to the user's movement locus and visible range is provided for each user to the virtual world land area.
14.如权利要求10所述的装置(3),其特征在于它还包括广告费设置单元(68),通过平均针对各个用户设置的区域地价来确定用户在该区域内显示广告时的广告费。 14. The apparatus according to claim 10 (3), characterized in that it comprises an advertisement fee setting unit (68), the average determined for each land area set by the user when the user advertising display region ad .
15.如权利要求11-13中的任一项所述的装置(3),其特征在于它还包括广告费设置单元(68),通过平均针对各个用户设置的区域地价来确定用户在该区域内显示广告时的广告费。 15. The apparatus according to any one of claim 11-13 in claim (3), characterized in that it comprises an advertisement fee setting unit (68), the average land area determined for each user set by the user in the region the display of advertising when the ad.
16.一种对象显示装置(3),其特征在于它包括:移动轨迹获得单元(36),获得虚拟世界中可以由用户操作的操作对象的移动轨迹,并且作为用户简档存储移动轨迹;判别单元(38),检查操作对象是否沿着所存储的移动轨迹移动,从而判定是否需要应用用户简档;以及显示控制单元(40),当判别单元(38)判定需要应用用户简档时,根据操作对象的移动轨迹,以使显示对象可见于用户的方式,在虚拟世界中显示其上显示了要让用户识别的信息的显示对象。 16. An object display device (3), characterized in that it comprises: moving trajectory obtaining unit (36), the virtual world to obtain the movement locus may be the operation target by a user operation, and a user profile store trajectories; determination means (38), to check whether the object moves along the operation trace stored, thereby determining whether the application requires a user profile; and a display control unit (40), when the determining unit (38) determines that the application requires a user profile, in accordance with operation target movement locus, so that the display object is visible to the user, the display in the virtual world displayed on the display object information to make identification of the user.
17.如权利要求16所述的装置(3),其特征在于显示控制单元(40)根据移动轨迹来改变显示对象的显示位置。 17. The apparatus (3) according to claim 16, characterized in that the display control unit (40) to change the display position of the object in accordance with the movement locus.
18.如权利要求16所述的装置(3),其特征在于显示控制单元(40)根据移动轨迹改变显示对象的显示方向。 18. The apparatus (3) according to claim 16, characterized in that the display control unit (40) to change the display direction of the display object based on the movement trajectory.
19.如权利要求17所述的装置(3),其特征在于显示控制单元(40)根据移动轨迹改变显示对象的显示方向。 19. The apparatus according to claim 17 (3), characterized in that the display control unit (40) to change the display direction of the display object based on the movement trajectory.
20.如权利要求16-19中的任一项所述的装置(3),其特征在于它还包括选择单元(46),根据用户的偏好选择要显示在显示对象上的信息。 20. The apparatus (3) according to any one of claims 16-19 claims, characterized in that it further comprises a selection unit (46), according to the user's preference selection information to be displayed on the display object.
21.如权利要求16-19中的任一项所述的装置(3),其特征在于它还包括选择单元(46),根据用户探索虚拟世界的目的选择要显示在显示对象上的信息。 21. The apparatus (3) according to any one of claims 16-19 claims, characterized in that it further comprises a selection unit (46), selecting a virtual object according to a user to explore the world of information to be displayed on the display object.
22.如权利要求16-19中的任一项所述的装置(3),其特征在于它还包括选择单元(46),根据虚拟世界中的区域或者根据用户探索虚拟世界的时间,选择要显示在显示对象上的不同信息。 22. The apparatus according to any one of claims 16-19 (3) as claimed in claim, characterized in that it further comprises a selection unit (46), in the region of the virtual world or virtual world search time according to a user, to select display different information on the display object.
23.如权利要求16-19中的任一项所述的装置(3),其特征在于它还包括选择单元(46),为作为相同组探索虚拟世界的各个用户选择要显示在显示对象上的相同信息。 23. The apparatus of any one of claims 16-19 in claim (3), characterized in that it comprises a selection unit (46), to display the selected virtual world to explore each user as a display object in the same group the same information.
24.如权利要求16-19中的任一项所述的装置(3),其特征在于它还包括可见范围判断单元(70),根据用户在虚拟世界中所操作的操作对象的移动方向和移动速度判断观看虚拟世界的用户的可见范围,并且其中,显示控制单元(40)将显示对象显示在所判断的可见范围内。 24. The apparatus according to any one of claims 16-19 (3) as claimed in claim, characterized in that it comprises the visible range determining means (70), the movement direction of the user operation target in the virtual world and operated Analyzing the moving speed of the user viewing the virtual world of the visible range, and wherein the display control unit (40) displays the display object in the visible range of the determination.
25.如权利要求16-19中的任一项所述的装置(3),其特征在于它还包括地价设置单元(60),根据用户的操作对象的移动轨迹来针对每个用户设置虚拟世界区域的地价。 25. The apparatus according to any one of claim 16-19 in claim (3), characterized in that it comprises a land setting unit (60), the operation target trajectories according to the user settings for each user a virtual world land area.
26.如权利要求25所述的装置(3),其特征在于它还包括地价设置单元(60),根据用户的操作对象的移动轨迹来针对每个用户设置虚拟世界区域的临时地价,然后根据虚拟世界区域的临时地价和一般地价来设置要对每个用户收取的地价。 26. The apparatus according to claim 25 (3), characterized in that it comprises a land setting unit (60), according to a user operation target trajectories for each user to set a temporary virtual land regions of the world, and in accordance with temporary land area of ​​the virtual world and the general land premium to be set for each user charge.
27.如权利要求25所述的装置(3),其特征在于它还包括:可见范围判断单元(70),根据虚拟世界中用户的移动方向和移动速度判断观看虚拟世界的用户的可见范围,以及地价设置单元(60),根据用户的移动轨迹和可见范围来针对每个用户设置虚拟世界区域的地价。 27. The apparatus according to claim 25 (3), characterized in that it comprises: the visible range determination unit (70), the movement direction and movement speed of the virtual world, the user determines the user viewing the visible range of the virtual world, and a land setting unit (60), according to the user's movement locus and visible range is provided for each user to the virtual world land area.
28.如权利要求26所述的装置(3),其特征在于它还包括:可见范围判断单元(70),根据虚拟世界中用户的移动方向和移动速度判断观看虚拟世界的用户的可见范围,以及地价设置单元(60),根据用户的移动轨迹和可见范围来针对每个用户设置虚拟世界区域的地价。 28. The apparatus (3) according to claim 26, characterized in that it comprises: the visible range determination unit (70), the movement direction and movement speed of the virtual world, the user determines the user viewing the visible range of the virtual world, and a land setting unit (60), according to the user's movement locus and visible range is provided for each user to the virtual world land area.
29.如权利要求25所述的装置(3),其特征在于它还包括广告费设置单元(68),通过平均针对各个用户设置的区域地价来确定用户在该区域内显示广告时的广告费。 29. The apparatus according to claim 25 (3), characterized in that it comprises an advertisement fee setting unit (68), the average determined for each land area set by the user when the user advertising display region ad .
30.如权利要求26-28中的任一项所述的装置(3),其特征在于它还包括广告费设置单元(68),通过平均针对各个用户设置的区域地价来确定用户在该区域内显示广告时的广告费。 30. The apparatus of any one of claims 26-28 (3), characterized in that it comprises an advertisement fee setting unit (68), the average land area determined for each user set by the user in the region the display of advertising when the ad.
31.一种对象显示装置(3),其特征在于它包括:移动轨迹获得单元(36),获得多个用户中的每一个在虚拟世界中所操作的操作对象的移动轨迹,并且确定各个用户的操作对象聚集的区域;以及显示控制单元(40),以使显示对象可见于进入操作对象聚集的虚拟世界区域的用户的方式,显示其上显示了要让用户识别的信息的显示对象。 31. An object display device (3), characterized in that it comprises: moving trajectory obtaining unit (36), to obtain the movement locus of each of the operation target in the virtual world of the operation of a plurality of users, and each user is determined the aggregation operation target region; and a display control unit (40), so that the display object is visible to the user enters the virtual world of the operation target region aggregation, the display displays the display object on which the information to make identification of the user.
32.如权利要求31所述的装置(3),其特征在于显示控制单元(40)改变显示对象的显示方向以便使显示对象可以面对操作对象聚集的虚拟世界区域。 Means (3) according to claim 32. 31, characterized in that the display control unit (40) to change the display direction of the display object so that the object can display virtual world face the operation target region aggregation.
33.如权利要求31中的任一项所述的装置(3),其特征在于显示控制单元(40)将显示对象移至操作对象聚集的虚拟世界区域。 33. The apparatus (3) according to any one of claim 31, wherein the display control unit (40) region of virtual world objects to the aggregation operation target is displayed.
34.如权利要求32中的任一项所述的装置(3),其特征在于显示控制单元(40)将显示对象移至操作对象聚集的虚拟世界区域。 34. The apparatus (3) according to any one of claim 32, wherein the display control unit (40) region of virtual world objects to the aggregation operation target is displayed.
35.如权利要求31-34中的任一项所述的装置(3),其特征在于它还包括广告费设置单元(68),根据对各个用户的操作对象的移动轨迹进行统计的结果,设置要显示在虚拟世界区域中的广告的费用。 35. The apparatus as claimed in any one of 31-34 (3) as claimed in claim, characterized in that it comprises an advertisement fee setting unit (68), according to the result of the statistical operation target trajectories for each user, set to display the cost of advertising in the virtual world regions.
36.如权利要求35所述的装置(3),其特征在于广告费设置单元(68)根据对各个用户的操作对象的移动轨迹进行统计的结果,设置要显示在虚拟世界区域中的广告的临时费用,然后根据虚拟世界区域的临时费用和一般广告费来设置所要收取的广告费。 Means (3) according to claim 36. 35, characterized in that the advertisement fee setting unit (68) according to the result of the statistical operation target movement locus of each user is provided in the virtual world to show ads in the region temporary costs, and then set the advertising costs to be charged based on the provisional cost of the virtual world and the region in general advertising.
37.如权利要求35所述的装置(3),其特征在于当显示控制单元(40)改变广告的方向以便使广告显示面可以面对操作对象聚集的区域时,广告费设置单元(68)将规定附加费加到广告费。 37. The apparatus according to claim 35 (3), wherein when the display control unit (40) so as to change the direction of advertising Advertising display operation target side may face the aggregated region, the advertisement fee setting unit (68) the provisions surcharge added to advertising costs.
38.如权利要求36所述的装置(3),其特征在于当显示控制单元(40)改变广告的方向以便使广告显示面可以面对操作对象聚集的区域时,广告费设置单元(68)将规定附加费加到广告费。 38. The apparatus according to claim 36 (3), wherein when the display control unit (40) so as to change the direction of advertising Advertising display operation target side may face the aggregated region, the advertisement fee setting unit (68) the provisions surcharge added to advertising costs.
39.如权利要求35所述的装置(3),其特征在于当显示控制单元(40)在将广告移至操作对象聚集的区域之后显示广告时,广告费设置单元(68)将规定附加费加到广告费。 39. The apparatus (3) according to claim 35, wherein when the display control unit (40) after the operation target area moves aggregated ad when the ad is advertising setting unit (68) to a predetermined surcharge added to advertising costs.
40.如权利要求36所述的装置(3),其特征在于当显示控制单元(40)在将广告移至操作对象聚集的区域之后显示广告时,广告费设置单元(68)将规定附加费加到广告费。 40. The apparatus according to claim 36 (3), wherein when the display control unit (40) after the operation target area moves aggregated ad when the ad is advertising setting unit (68) to a predetermined surcharge added to advertising costs.
41.如权利要求35所述的装置(3),其特征在于它还包括可见范围判断单元(70),根据虚拟世界中用户的移动方向和移动速度判断观看虚拟世界的用户的可见范围,并且其中当显示控制单元(40)在可见范围内显示广告时,广告费设置单元(68)将规定附加费加到广告费。 41. The apparatus according to claim 35 (3), characterized in that it comprises the visible range of the visible range determination unit (70) determines the user views the virtual world in accordance with the moving direction and moving speed of the user's virtual world, and wherein when the display control unit (40) in the visible range of the display ads, fee setting unit (68) to a predetermined surcharge added advertising.
42.如权利要求36所述的装置(3),其特征在于它还包括可见范围判断单元(70),根据虚拟世界中用户的移动方向和移动速度判断观看虚拟世界的用户的可见范围,并且其中当显示控制单元(40)在可见范围内显示广告时,广告费设置单元(68)将规定附加费加到广告费。 42. The apparatus according to claim 36 (3), characterized in that it comprises the visible range of the visible range determination unit (70) determines the user views the virtual world in accordance with the moving direction and moving speed of the user's virtual world, and wherein when the display control unit (40) in the visible range of the display ads, fee setting unit (68) to a predetermined surcharge added advertising.
43.如权利要求41-42中的任一项所述的装置(3),其特征在于可见范围判断单元(70)检测用户连续保持相同可见范围的时间长度,并且如果时间长度超过规定值,则获得该范围作为用户的可见范围。 43. The apparatus (3) according to any one of claims 41-42, wherein the visible-range determination unit (70) continuously detects a user holding the same length of time that the visible range, and if the value exceeds a predetermined length of time, this range is obtained as the user's visible range.
44.一种对象显示系统,其特征在于它包括连接到网络(1)的终端(2)和服务器(3),其中终端(2)包括:获得单元(20),获得用于在虚拟世界中移动操作对象的用户操作的数据;通信单元(26),将操作数据发送到服务器(3),并且从服务器(3)接收与该操作相对应的虚拟世界对象的数据;以及显示单元(5),使用对象数据,显示虚拟世界的图像,并且其中服务器(3)包括:输入历史获得单元(32),根据从终端(2)接收的操作数据获得用户移动操作的输入历史,并且存储输入历史;以及显示控制单元(40),根据从输入历史判断的操作对象的移动速度,以使显示对象可见于用户的方式,在终端(2)上显示虚拟世界中其上显示了要让用户识别的信息的显示对象。 44. An object display system, characterized in that it comprises a terminal (2) and a server (3) connected to the network (1), wherein the terminal (2) comprising: an obtaining unit (20) is obtained for moving in the virtual world data of operation object operated by the user; a communication unit (26), sends the operation data to the server (3), and receives the data corresponding to the operation of the virtual world objects from a server (3); and a display unit (5), using the object data, the display image of the virtual world, and wherein the server (3) comprising: input history obtaining unit (32), according to the terminal (2) receives the operation data obtained input history of the user moving operation, and stores input history; and the display control unit (40), in accordance with the input from the operation target moving velocity determination history, that the display object is visible to a user-friendly manner, in the terminal (2) in a virtual world displayed on the display on which the user identification information to make the display objects.
45.一种对象显示方法,其特征在于它包括:检测用户可以在虚拟世界中操作的操作对象的移动速度;以及根据所检测的移动速度,以使显示对象可见于用户的方式,在虚拟世界中显示其上显示了要让用户识别的信息的显示对象。 45. A method of displaying an object, characterized in that it comprises: detecting the moving speed of the user operation target that can be operated in the virtual world; and the moving speed detected, so that the display object is visible to the user-friendly manner, in the virtual world It is displayed on the display of the display object information to make identification of the user.
46.一种对象显示方法,其特征在于它包括:检测用户可以在虚拟世界中操作的操作对象的移动轨迹;以及根据所检测的移动轨迹,以使显示对象可见于用户的方式,在虚拟世界中显示其上显示了要让用户识别的信息的显示对象。 46. ​​A method of displaying an object, characterized in that it comprises: operation target movement locus detecting a user can operate in the virtual world; and according to the detected movement trajectory, so that the display object is visible to a user-friendly manner, in the virtual world It is displayed on the display of the display object information to make identification of the user.
47.一种对象显示方法,其特征在于它包括:检测用户可以在虚拟世界中操作的操作对象的移动轨迹;根据多个用户的移动轨迹,确定多个操作对象聚集的虚拟世界区域;以及以使显示对象可见于进入多个操作对象聚集的区域的用户的方式,显示其上显示了要让用户识别的信息的显示对象。 47. A method of displaying an object, characterized in that it comprises: operation target movement locus detecting a user can operate in the virtual world; trajectories according to a plurality of users, determining a plurality of operation target region virtual world aggregated; and to display object is visible in the user's way into the plurality of operation target region aggregation, which displays display objects on the display to make the user identification information.
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